Acrobatic Maneuver
The blink-with-a-cantrip template at its most generic, and that genericness is the point: this is the rate Wizards settled on as a baseline for instant-speed flicker that also refills your hand. The exile-and-return wording resets a creature completely, which lets it do double duty as both a value engine (replay an enters-the-battlefield trigger) and a defensive trick, most cleanly by dodging a removal spell already on the stack: the target vanishes and comes back as a new object the removal can no longer see, and the cantrip replaces the card you spent doing it. The reset is also the structural cost. Because the creature leaves and returns as a fresh permanent, it sheds counters, attachments, and any combat assignments, arriving having forgotten everything it was doing this turn. That constrains where the trick works: it saves a creature from targeted removal but cannot answer a resolving board sweep, since the flicker returns the body immediately rather than at end of turn, leaving it on the battlefield to die with the rest. What it is good for is a creature whose value lives in its entry rather than its accumulated state, or a body you want to pull out of combat and re-deploy clean. The catch is that it needs a legal creature you control to be cast at all; an empty board strands it in hand, and the draw clause cannot bail you out with nothing to point at. As color-pie work it sits squarely in white's lane: protection and renewal at instant speed, bought with tempo rather than card disadvantage.


