Disorient
A defensive trick that gambles entirely on combat math. Knocking a creature's power down by seven leaves its toughness untouched, so this never kills anything: it just makes a swing whiff. That is the whole pitch, and it is a narrow one. Four mana to neutralize a single attack at instant speed is a steep rate for an effect that evaporates at end of turn, and it does nothing against the toughness-relevant threats that actually demand removal. The design lives in the same family as Fog and other tempo-stalling tricks, but where Fog blanks an entire attack step, this commits all its value to one creature, which makes it both more precise and more easily neutered: an opponent who suspects it can hold the big beater back and attack with everything else, leaving the spell with nothing worth flattening. The -7 is large enough to push almost any single body to zero power or below, which is the point: the card is built to answer the lone overgrown attacker that a control or tempo deck cannot otherwise profitably block. As removal it is a non-answer; as one-shot combat denial it is reliable but joyless. The conditionality printed on the card is exactly how it behaves at the table, with no upside hiding behind the restriction.
