Morningtide's Light
The blink half and the fog half look like they belong to two different cards, and the trick is that they don't. Exiling any number of creatures and returning them at the next end step reads as a fixed-duration flicker: reset your own enter-the-battlefield triggers, or clear an opponent's board temporarily. But because the return is delayed until the next end step, exiled creatures are simply gone during the intervening combat step, sitting in exile where they cannot block at all. As a sorcery, you cast it on your own turn to set up your own attack: exile every blocker across the table, swing into an empty board, and watch the creatures trickle back only after damage is on the board. The tapped-on-return clause matters mostly for the following turn, denying the opponent an untapped defensive wall right away. Fold in total damage prevention until your next turn and the two clauses resolve into one line: strip the blockers for exactly one attack step, then take zero on the crackback. It functions as a one-sided Falter and a personal Fog stapled together, priced as a modest self-blink toolbox. Notice, too, that every exiled creature comes home, so the payoff is tempo and timing, not attrition; this reads like removal but returns the entire board. And because the spell exiles itself on resolution rather than heading to the graveyard, it leaves nothing behind for recursion to reclaim, a clean one-shot that guarantees a swing combat cannot answer.


