Synchronized Strike
Two lines of text on this instant do very different jobs, and the pump is the one that matters least. A +2/+2 handed out at instant speed to a pair of creatures is a fine but generic combat trick; plenty of green cards do that work. Untapping the targets is what folds two combat plays into a single card. On defense it ambushes: two creatures that already swung this turn can be returned to blocking on the counterattack, arriving two sizes larger than the attacker planned for. It also rescues bodies that tapped for something else (an activated ability, crewing a vehicle) and brings them back online. Spreading the bonus across two targets is the other lever, converting a stalled alpha strike into a lethal one, or saving two creatures from a single blowout rather than one. Note the boundary it respects: untapping a creature that is already attacking does not let it strike again or reassign what it is attacking, so the offensive payoff lives entirely in the buff, never in re-declaring combat. It rewards a go-wide creature deck that wants to swing, keep interaction open, and still leave its board honest as blockers: the position where one card quietly restores a defense the opponent had counted as spent. The pump is the bait; the untap is the trap.

