War Flare
The team pump that buys a second turn of work out of bodies you have already committed. Most go-wide combat tricks settle for the offensive half: swing in, push the damage through, accept that your board is tapped out and exposed on the crackback. The untap clause rewrites that math. Cast it after attackers are declared and your creatures connect at +2/+1, then stand back upright, ready to block on the opponent's turn instead of sitting helpless. That is the ambush the spell was built around: the same army that just dealt the damage becomes a full wall of blockers a phase later, and the opponent walks their attackers into a defense they thought was tapped out. One card, two combat steps, the same board doing the work both times. That is what separates it from the dozens of one-shot pumps it sits beside. The +2/+1 spread (more power than toughness) tips its hand toward a crowd: extra reach matters more than extra resilience when you are shoving many attackers past blockers, and untapping a wide board at once compounds the tempo swing. This is Boros refusing to choose between offense and defense in the same breath. The catch is the price. At four mana it is not the trick you flash in for a one-creature skirmish, and against an empty board it does nothing; it wants the developed army these colors are already building toward.
