Screaming Fury
Five points of power and haste on a single body is built as a closing swing, not a combat trick: drop a creature, hand it +5/+0 and haste the same turn, and a 2/2 becomes a 7/2 that attacks the moment it arrives. Haste is the load-bearing word, because the natural way to cast this is on a fresh threat, turning what would otherwise be summoning-sick into an immediate alpha strike. The catch is that all of it happens at sorcery speed, which strips away the bluff and the after-blocks ambush that instant-speed pumps live on. You cannot hold it up to threaten a block or sandbag it until damage is on the line; the boost is committed before the opponent decides anything, which makes it a telegraphed haymaker rather than a reactive surprise. That timing restriction is also what buys the raw size: +5/+0 with haste at instant speed would distort combat math in ways a three-mana spell has no business doing, so the package lives on the main phase, where the defender sees the buffed attacker coming and chooses whether to chump or eat it. The complete absence of toughness is the other side of the deal. The target stays as fragile as it was, its toughness untouched, so the spell pays off evasion or trample far more than a head-on ground brawl.
