Rig for War
Combat pumps have always paid for their power by doing nothing else: a spell that only makes your creature bigger for a turn lives or dies on whether the swing lands. This one buys its way past that by stacking two evasion-adjacent keywords onto the +3/+0. First strike turns the pump into a one-sided block-eater, letting a modest attacker crush a larger defender without taking a scratch; reach flips the same creature into an anti-flyer at instant speed, so the trick doubles as ambush removal against an incoming aerial attacker. That combination is the design logic: rather than push the power boost higher, it widens the number of combat math problems a single card can solve. The +3 is enough to change the outcome of most exchanges, first strike often lets the trade break your way, and reach means the card is not a dead draw when the board is airborne rather than ground-bound. The cost of all that flexibility is the usual combat-trick tax: it demands a creature already on the board and a combat step to matter, and the buff vanishes once the turn closes, so a blank is a blank. What separates it from the vanilla-pump lineage is not the size of the boost but how many different attacks and blocks it can turn, all at the speed you need to answer someone else's.
