Volcanic Rush
Trample is the whole justification for this spell, and the +2/+0 is almost incidental to it. A team pump priced at the top of the curve has to do more than add power: an empty or gridlocked board gets nothing from it, since only creatures already in the red zone see the buff. What it converts is the surplus a wide board generates but can't deliver, taking the power a chump-blocker would otherwise eat and pushing it straight to the face. That reframes the card from combat trick to finisher template: it wants bodies on the table and a defender sitting at a life total that looks safe until every attacker suddenly connects. The instant speed does less than the type line suggests, since the effect only applies to attacking creatures anyway; its actual use is holding the spell through the declare-attackers step to watch which blocks come down before committing the mana. Overcost go-wide payoffs like this succeed or fail entirely on the count behind them, and the trample clause is the line between a spell that nudges combat math and one that ends the game in a single alpha strike. Built as a top-end reward for aggressive red boards that have already gone horizontal, it does nothing to help a deck catch up and everything to help one that's ahead close.

