Airbender's Reversal
What sells this card is that the two modes point in opposite directions and share a floor: one is defensive removal, the other is a reset button for your own board. Combat-only Doom Blade is a familiar shape, and on its own it would be a serviceable-but-narrow answer that dies in your hand against a control mirror. The second mode is where Airbend does the interesting structural work. Exiling your own creature and reopening it at a flat turns the spell into a way to re-trigger an enters-the-battlefield effect, dodge a targeted removal spell at instant speed, or simply stash a blocker out of a bad attack and replay it on your terms. Because both modes live on one instant, the card almost never sits dead: if there's nothing worth killing, there's usually a creature worth flickering, and the discounted recast means the value doesn't cost you a full turn to unlock. The Lesson subtype situates it as a sideboard-accessible piece rather than a maindeck fixture, which frames the design intent: a modal instant you can reach for when the game asks either question. It's a small card doing two jobs cleanly, and the elegance is that the removal half and the recursion half never compete for the same slot in your hand.
