Flickerwisp
The genius of the design is the targeting clause: it exiles another permanent and returns it "under its owner's control," which means the effect points in two directions at once. Aimed at an opponent, it is disruption stapled to a body: bounce a token to nothing (it never comes back), strip an Aura or Equipment off its host, send a freshly cast threat back to face summoning sickness again, or wipe the loyalty off a planeswalker. Aimed at your own board, it is a re-trigger button: flicker a creature with an enters-the-battlefield ability to fire it twice, or reset a permanent that has been stolen or enchanted. The "next end step" timing is the whole engine. The targeted permanent stays gone through the rest of the current turn, so a chosen blocker is absent through your combat, and a flickered land of your own returns only at end step rather than tapping for a quick burst: this is a tempo tool, not a ramp one. Because the trigger hangs off a creature without flash, the effect resolves on its own clock rather than in response to the opponent; the play is proactive, built into your main phase, not held as a trick. The 3/1 flier it rides on is fragile enough that the card wants to be doing something the turn it lands rather than sitting back as a value engine, which is exactly why it lived in white aggressive shells: a clock and a flexible disruption mode folded into a single slot.
















