Aethertow
Removal that doesn't kill anything is a strange tempo proposition, and this one works the angle hard: it answers a fighter not by destroying it but by stranding it on top of its owner's library, undoing the damage step mid-combat and converting the opponent's next draw into a forced recast. The math is meaner than a clean kill, because the creature isn't gone; it's blocking the card the opponent most wanted. The combat clause is the cost of that power: outside an attack or block this spell has no legal target, so it sits dead against a defensive board and does nothing at sorcery speed. What it waits for is overcommitment. Conspire is the reward for having that overcommitted board first. By tapping a pair of your own white or blue creatures as you cast it, you copy the spell with a fresh target, and a single card erases two attackers (or two blockers) at once for no additional mana. The hybrid cost and the conspire requirement both pull a deck toward a wide, color-aligned battlefield, which is exactly the board state that wants to ambush an alpha strike and end the turn up two cards in tempo. The fuel for the doubling and the effect that swings combat back the other way come from the same place: a full battlefield.

