Prepare // Fight
Two spells built to be spread across a game, one paying for the other's setup. Prepare is the front half: untap a creature, hand it +2/+2 and lifelink, and turn a doomed block into a life-swing that eats the attacker and survives. Both buffs vanish at end of turn, so it commits to a decision rather than banking a resource. Fight is the design's clever inversion. Green's fight removal has always carried the same liability: you stake your own creature on the exchange, so you want the bigger body when you pull the trigger. Stapling that mode to an aftermath half lets you approach the risk from the far side of the game, after your board already outsizes theirs, and the sorcery-speed removal fires from your graveyard as a spell you never had to hold in hand or draw at the wrong moment. That reframes what discard and self-mill do to this card: sending it to the yard is staging, not loss, since aftermath can only be cast from there anyway. The two halves are not locked to separate turns, either. With available you can cast Prepare, let it resolve into the graveyard, and immediately cast Fight in the same main phase, protecting the creature you are about to send into combat and then resolving the fight behind it. The card rewards sequencing across turns without punishing you for collapsing both halves into one when the mana is there.


