Perch Protection
Gift mechanics usually trade a small bribe for a small discount: hand an opponent a card or a treasure, get a marginally better rate on your spell. This one inverts the scale entirely. The promise you make is an extra turn, arguably the most dangerous thing you can hand an opponent, and the payment for that recklessness is total invulnerability. If the gift is promised, your board phases out, your life total locks, and you gain protection from everything until your next turn. You survive their bonus turn untouched, then arrive back with four flying bodies and an untapped board while they have spent their windfall against nothing.
The design tension is the reason this is priced where it is: an extra turn in a multiplayer game is not a gift to one opponent so much as a wager against the whole table, and the phase-out is the escape hatch that keeps the wager from being suicidal. The promise is optional, and the two modes barely resemble each other. Cast it flat and it is simply four 2/2 fliers at instant speed, a fog-adjacent token burst you can hold up on the crackback. Promise the turn and it becomes a defensive stall you weaponize: skip a combat you would have lost, dodge a board wipe by phasing out, then untap with a flock and a clean life total. The instant-speed exile clause keeps it a one-shot, so the invulnerability window is a single held breath, not a loop.

