Foxfire
Green almost never deals in single-target combat math, which is what makes this read off-color for the slot it occupies. Untap one attacking creature, then prevent all combat damage to and from it for the turn: an untapped attacker is handed back as a blocker for the opponent's swing-back, and the symmetric prevention means it walks through any block unscathed. Aimed defensively across the board, the same clause blanks a lone threatening attacker entirely if you have already let it through. This is the kind of surgical, one-creature control that white and blue usually own. Green's combat interference runs the opposite direction: Fog and its kin blunt an entire attack indiscriminately, breadth over precision. Here the focus narrows to a single creature's math in both directions. The deferred draw is the other piece. Prevention does nothing for your board, so a pure trick would be a tempo wash; the cantrip lands a beat late, at the following upkeep instead of on cast, paying you back in delay rather than mana. That timing was Ice Age's preferred way of charging card advantage onto cheap effects: you buy the draw in tempo. The card is narrow on purpose, executing one combat trick cleanly and replacing itself, which in a slower era was enough to earn the slot.

