Diplomatic Relations
Fight spells have always carried a symmetry problem: point two creatures at each other and both take damage, so green's answer to a threat costs a chunk of your own board. The "bite" variants that followed (Prey Upon and its kin) fixed half of it by letting your creature deal damage without taking any back, turning a brawl into a one-sided shot. This pushes the same lineage a step further at instant speed. The +1/+0 nudges your creature past a toughness breakpoint the opponent was counting on, and the vigilance is the clause that tells you this was built for combat sequencing rather than raw profile: cast it during your own combat to size up the damage a creature is already dealing, or cast it main-phase to snipe a blocker and then attack with the same creature untapped and free to threaten again. As instant-speed interaction on the opponent's turn, it doubles as a way to eat an incoming attacker while your creature stays back to guard. The cost is the one every bite spell pays: you need a creature already on the board and big enough to matter, so the spell is dead when your side of the table is empty or there's no opposing creature to target, not when your hand is. Draw it with a creature in play and a target across the way and it is live regardless of what else you hold. It is green removal that keeps rewarding the aggressor rather than the trader, sizing the answer to the board you built rather than to a fixed number of damage.

