Allies at Last
Fight-spells that use your own creatures as removal are as old as green combat tricks, but this one splits the assignment: instead of one creature trading blows, two of your creatures each deal power-based damage to a single enemy target, and neither takes damage back. That one-directional design turns it from a fight into an execution, and it stacks two attackers' power onto whatever needs to die. Affinity for Allies is what pays for the aggression. In a wide board built around the Ally type, the cost drops toward free, so the spell scales with the exact resource that also makes the two-creature clause easy to satisfy: bodies. The tension is deliberate. Cast it early and you pay full price with too few creatures to point at anything; cast it late and it is nearly free but you have already committed to a battlefield that a sweeper punishes. The instant speed is the real lever here, letting you hold it as a combat ambush or an end-step answer while the board keeps growing and the cost keeps shrinking. It is a removal spell whose efficiency is a function of your commitment to the plan, which makes it a payoff card wearing an interaction card's type line.
