Haste Magic
The pump-and-haste half is the classic ambush package: your blocker did not see this coming, and now the creature swings the turn it arrives. The design worth studying is the back half, an impulse-draw stapled onto the trick. Most combat tricks are pure tempo, dead in hand when you draw the wrong half of the equation. This one always cashes out, either as reach on an attacker or as a threat you would not otherwise have seen, and usually as both, because you were spending the mana on the pump anyway and the exiled card comes at no extra cost to cast the trick. The window is worth reading carefully, though, because it is narrower than it looks: "until your next end step" sounds generous, but on your own turn (where a haste-granting trick nearly always gets cast) your next end step is the end of the current turn, so the exiled card has to be played this turn or it is lost. That constrains what you actually want off the top: an instant, a cheap creature you can still deploy postcombat, or a land, rather than anything you were hoping to hold. The broader pattern is red steadily folding card advantage into cheap interaction, eroding the old bargain that aggressive red trades an empty hand for its speed. This is a tidy version of that idea, a two-mana instant that pushes damage and refills in the same cast, with the timing on the refill as the price.
