Perigee Beckoner
The interesting move here is what warp does to a build-around that would otherwise fire exactly once. Read at face value, the enter trigger buys you a single combat: a chosen creature swings for +2/+0 and, until end of turn, comes back tapped if it dies. That "return it tapped" clause is stapled to end of turn, so the whole payload compresses into one attack step; choose the wrong combat and you have spent a five-mana Horror on a swing that mattered less than it could have. Warp is the release valve on that constraint. Cast it from hand for , let it slip into exile, then bring it back on a later turn, and the enter trigger fires twice off one card across two turns, protecting two different creatures over two different combats. The tension is deliberate: the ability is potent but perishable, and warp lets you ration that perishability across a game rather than blow it all in a single turn. The 4/5 body it rides in on is sturdy enough to attack or block in its own right, which matters, because the recursion it grants never covers the Horror itself. It wants a real threat already on the board when it lands, and rewards you again for holding the exiled copy until a second protection window opens. Where a persist-style return builds a permanent loop, this one expires with the turn, so the value lives entirely in picking the combat that pays.
