Revenge of the Hunted
A pump spell that forces every legal blocker into the path of the buffed creature does more than swing a race: it warps an entire combat step in one direction. The +6/+6 makes the attacker large enough to trample through whatever gang-blocks it, and the forced-block clause strips the defender's choice: they cannot chump with one creature and hold the rest back for next turn. Everything able to block has to, the overflow damage tramples into their life total, and even if the pile-on trades poorly for you, the defender still committed their whole board to a single combat on your terms. Cast from hand, this is a slow, telegraphed haymaker that an opponent has plenty of mana and time to see coming. The miracle cost rewrites that math entirely: flip the same one-sided combat off the top of the library for a single mana, with no warning and almost no investment, and a board the opponent thought was safe collapses on a draw step. That asymmetry, the chasm between what a card costs from hand and what it costs the moment it is drawn, is the whole reason miracle exists, and a combat-resolving trick is one of the meaner payoffs the mechanic ever attached to that gap. The tax is variance: miracle only fires on the first card drawn each turn, so the dream depends on the top of the library cooperating rather than on any sequencing you control. Everything riding on this card is a wager that the draw step pays off.
