Expel
The tapped condition is the whole design: exile at instant speed is premium removal, priced back down by a restriction that only pays off after a creature has committed. A creature that attacked, or spent itself on a tap ability, sits in that vulnerable window between commitment and untap, and Expel answers it there. That reads as a downside until you notice how it reshapes combat math: an attacker that swings expecting to trade or connect gets pulled out of the game mid-step, with no death trigger, no regeneration, no graveyard value, and no reprieve from an indestructible clause. The exile clause is what elevates it over white's usual answers, since damage and destruction are exactly what recursion decks are built to shrug off. The cost of that clean removal is patience. You cannot point it at an untapped blocker or a threat freshly resolved onto the board; the creature has to be tapped, so you let the opponent commit first, then punish the tap on their turn (or answer a creature that tapped for an ability). It is white removal built around tempo discipline rather than raw flexibility, rewarding a player who reads a combat step correctly and taxing one who wants to answer threats the moment they land.
