Kithkin Spellduster
Persist turns a one-shot answer into a two-shot one, and that is the entire pitch. The sacrifice ability reads as a single use of enchantment removal, the kind of effect that usually exits the board the moment it does its job. Here, dying does not end the transaction: sacrificing to the ability is itself the death that triggers Persist, so the flier comes back marked and the activation cost still payable, the ability still loaded. Crack a problem permanent, let the body return, then crack a second one. The off-switch is folded into the mechanic itself, because Persist only fires when the body died without a -1/-1 counter already on it. When the recurred flier dies a second time, that condition fails, so the loop halts after exactly one return rather than running forever. The order of operations is where the cleverness lives: the second enchantment cannot be destroyed until the Persist trigger resolves and the creature settles back onto the battlefield to be activated again, so the two-for-one is sequential rather than instant, but it lands all the same against any board willing to wait it out. White's enchantment hate is usually a clean trade, spent and gone; bolting that answer onto a flying Persist body changes the math, the difference between paying for a card and renting one out twice.
