Daydream
The cheapest way white has found to blink one of its own creatures, and the counter is what turns a utility trick into a resource. Most flicker effects pay for themselves in enters-the-battlefield value: you exile a creature to re-fire its arrival, and the body comes back the same size it left. Here the return leaves the creature permanently larger, so the spell does double duty, re-triggering an enters-the-battlefield ability while also stapling a growth mode onto whatever it targets. That reframes the card away from pure combo-piece and toward a repeatable buff you can point at a threat you actually want bigger. The flashback clause is where the accounting gets interesting: a one-mana blink that comes back for three does two blinks across a game, which for a creature with a strong enters-the-battlefield ability is two triggers and two counters from a single card. Casting it from the graveyard also means the effect survives a counterspell or a discard, and it rewards holding the card early so the second half is live later. The cost of all this is written into the fine print: the blink resets summoning sickness rather than removing it, and any Auras or Equipment slide off when the creature leaves. Sorcery speed is the honest limit: no instant-window save against removal, no combat-step surprise. What you get instead is a proactive, main-phase growth button that asks you to sequence around your own board rather than react to the opponent's.
