Fleeting Flight
Three effects for one white mana, and the damage-prevention clause is the one that rewrites how the card plays. A trick that pumps and grants flying is old news; folding in "prevent all combat damage dealt to it this turn" turns the same window into something meaner. Point it at your attacker and it slips over ground blockers, banks the +1/+1 counter as a permanent size upgrade, and walks away from any chump or trade untouched. Point it at your blocker and it becomes a one-mana answer that eats an attacker for free and leaves your creature taller than it started. The counter is the piece that outlives the turn: the flying and the invulnerability both evaporate at end of turn, but the body stays bigger, so even a cast in response to nothing leaves something behind. Permanent growth stapled to temporary evasion and temporary immunity means the timing is the whole game. Cast it after combat and it is a bare growth spell. Held up through the combat step, it is a bluff that punishes whatever block or attack the opponent commits to, and a single mana is a cheap tax to keep that threat live on the stack.
