Astral Drift
The trick is that cycling stops being a way to cut a dead draw and becomes a repeatable removal engine, taxing nothing but the card you were discarding anyway. It descends from Astral Slide, the earlier enchantment that keyed the same blink off the cycling trigger: land cycling, creature cycling, any card leaving your hand to draw another. Slide flickered creatures for tempo and fog value; Drift attaches the exile to your own card selection, so every cycler in the deck becomes a modal spell: draw a card, and if the board demands it, blink an attacker out of a combat step or exile a creature just long enough to strip its counters, auras, and any "as it entered" state. The exile-and-return timing is the real lever. Because the creature comes back at the next end step under its owner's control, this reads as temporary removal against opponents (a blocker gone, an attacker pulled from combat) and as a value tool against your own board (resetting enters-the-battlefield triggers on demand). Note the enchantment only needs to be on the battlefield when you cycle, and cycling Astral Drift itself qualifies, so it can flicker something the moment it heads to the graveyard on its way to drawing you a card. The target clause reads "creature," so this is a creature-only answer, not a catch-all reset button. It is the payoff a cycling deck is built around, not a card you splash.



