Archon's Glory
The base mode is a plain white pump spell, +2/+2 for a single mana, the kind of combat trick that has existed in some form since the game's earliest sets. What bargain adds is a payoff that scales with a board you were already going to build. Sacrifice a spare token, a used-up artifact, or an enchantment that has done its job, and the same one-mana spell now hands its target flying and lifelink on top of the buff. That is the design idea worth watching: the cost is not mana, it is board-state you have in surplus, and the card asks whether the permanent you would spend is worth less than turning a ground creature into an evasive lifegain threat. The evasion is what makes the trick lethal rather than merely a two-point edge in a damage race; the lifelink is what lets it swing a race you were losing. Because the whole thing resolves at instant speed for a single white mana, the decision happens inside the combat step, after blocks or after your opponent has committed removal, which is where a pump spell earns its keep. Bargain gives the card two honest floors: a cheap combat trick when your board is bare, and a blowout when you have fodder to feed it.
