Deft Dismissal
The combat-only clause is what makes this an honest combat trick rather than a flexible removal spell. Three damage split freely among up to three creatures is a real amount of reach, enough to two-for-one or three-for-one a wide attack, but the restriction to attacking or blocking creatures means it does nothing on an empty board and nothing against a creature sitting back on defense before combat is declared. You cannot point it at a freshly cast threat or a mana dork; you have to wait for the opponent to commit bodies to the red zone, then punish the swing. That timing window is the trade-off white accepts in exchange for the division of damage, an effect red gets to spread around more freely with cards that hit any target. It rewards the patient player who holds up four mana through a turn cycle and lets the aggressor overextend into it. The damage-division template, dividing a fixed pool among a chosen number of targets, is an old one that usually lives in red; here it is bent toward white's role as the color of defensive blowouts, a single instant that turns a profitable alpha strike into a graveyard full of attackers. Slow for its cost and narrow by design, but the ceiling on a crowded board is a clean multi-creature sweep at instant speed.
