Wild Defiance
Spell-targeting buffs almost always run in one direction: you cast a pump spell at your creature, and the card you spent is the value. This inverts the arithmetic. Here the target itself is the engine, so any instant or sorcery aimed at your creatures (a cantrip pointed at the attacker to draw a card, a fight spell, a protection effect like Apostle's Blessing) tacks a free +3/+3 onto whatever it touches. The trigger fires on becoming the target, not on resolution, which is the wrinkle that matters: a spell countered or fizzled still grows the creature, and the bonus stacks once per targeting spell, so a hand of cheap interaction can swing a body four or five sizes in a single turn. And because the ability cares about the target rather than the caster, an opponent's targeted removal triggers it too: a burn spell pointed at your creature hands it +3/+3 before damage resolves, often turning what would have been a kill into a survived blow and a much larger threat. That places it among the spells-matter aggro payoffs that turn a stack of one-mana cantrips and combat tricks into a clock, where every card pulls double duty as both effect and pump. It does nothing the turn you play it; the enchantment sits inert until a deck full of cheap targeting spells assembles around it, which is the price for a payoff that, once online, asks opponents to respect every instant in your hand (and rethink every removal spell in their own) as a potential burst.
