Distracting Geist // Clever Distraction
The tap-on-attack ability is a quiet workhorse of white go-wide combat: a 2/1 that neutralizes a blocker every time it swings, which is modest tempo on its own. The clever part is how disturb reshapes the second use. Rather than returning as another expendable body, the graveyard cast reprints the tap effect as Clever Distraction, an Aura pinned to a creature that stays on the battlefield. That is where the design earns its keep. Attach it to something with real reach (a flier, a trampler, a large beater) and the tap scales with a threat that actually wins the race, converting one tapped blocker into repeated damage rather than a single point of chip. Because the Aura is exiled the moment it would hit any graveyard, the loop cannot recur; the two casts are the whole budget the card gives you, and the back half is a genuine one-shot resource. Disturb here does the structural work that flashback's exile clause does elsewhere, granting a second cast from the yard while retiring the card afterward, but the payoff is spatial rather than another spell: the second half sticks in play and hitches its evasion tax to a permanent. A small combat wrinkle sold as a three-mana Spirit, then re-sold at a premium as an aggressive enabler, with the Aura costing more precisely because it lands somewhere it will stay.

