Nemesis Trap
The clever wrinkle here is the alternative cost, which turns a six-mana removal spell into a two-mana ambush the moment a white creature is committed to the red zone. The Trap subtype is built on this conditional discount: pay full price for an effect you can always cast, or wait for the trigger condition and steal a blowout for . Because the spell wants an attacking target, that cheap window almost always opens on your opponent's turn, which shapes exactly how the payoff plays out. The exile is unusually complete (no death triggers, no regeneration, no graveyard recursion), and it pulls the chosen attacker out of combat entirely, then hands you a copy of it as a surprise blocker that can eat any of the other creatures still swinging before vanishing at the next end step. You are not borrowing the threat to attack with it; you are removing one creature outright and conjuring a one-combat wall against the rest. The seam in the design is that white-only condition: the cheap mode is removal aimed at a single kind of opponent, and against any other color you are holding a six-mana exile spell that hands you a doomed copy, which is rarely what six mana wants to be doing. That narrowness is the whole economy of the Trap cycle, a sideboard-style answer stapled onto a maindeckable card, so the spell is only ever a bargain against the decks it was tuned to punish.

