Divine Resilience
The cheap-then-scalable protection spell, sold as a single card. For one white mana it does the small job: one creature survives a wrath, a targeted kill spell, or a losing combat. That mode alone is a familiar white instant, a rate players have paid for since the earliest indestructibility tricks. Paying the kicker cost swaps the single target for any number of creatures you control, which turns a one-for-one save into a full-board blank against a sweeper or an alpha-strike-and-shrug against a wide blocker line. That splits the card into two clean windows: hold it as a mana-efficient bluff early, or bank the extra mana to hedge your whole board against the sorcery-speed sweeper you can see coming. The single-target floor is what keeps the card castable when you are behind and short on lands, and the kicked ceiling is what makes it worth drawing when the game goes long and your side of the table is the one that matters. Indestructible does not stop exile, sacrifice edicts, or -X/-X, so it protects against damage and "destroy" and nothing else. That narrow coverage is the price the flexible cost pays for: it answers wraths and combat, not every removal shape, and asks you to read which threat is actually coming before you commit the extra mana.
