Leap of Flame
Most evasion-granting tricks hand you a single buff and ask you to pick the right turn. This one scales: pay the replicate cost again and you copy it again, each copy with its own target. The base mode is modest (a small power bump plus flying and first strike), but the replicate clause turns it into a fan-out finisher, simultaneously hoisting your whole board over a stalled ground and giving each attacker the first-strike priority to win blocks it would otherwise lose. A one-shot combat trick is too small to matter in a board stall, but a one-shot trick with a repeatable mana sink answers the exact problem it would otherwise create. Replicate, the Izzet keyword of this era, exists precisely for the late-game flood where a spell-heavy deck has nothing left to do with its lands; this is one of its purest combat applications, converting excess mana directly into damage and evasion across a team. The first-strike grant is the underrated half. Flying often clears blockers, and first strike lets each pumped creature deal its damage first, so it can kill a smaller blocker before taking any back, tilting a wide board's math in your favor. It rewards holding mana over committing early, which is its own kind of discipline in a tempo color pair more often pushed to spend.
