Quick Draw
Most combat tricks pump one creature and settle one point of math; this one reaches across the whole board. Half of it is the familiar work: +1/+1 and first strike on your attacker or blocker, enough to steal a single trade. The other half is a stripping clause few one-mana instants attempt. It revokes first strike and double strike from every creature the opponent controls, not just the one currently in the fight, and killing double strike is the sharper edge: a two-power double-striker that was going to punch for four now punches for two. The timing concentrates all of this. Held until blocks are declared, it can flip a losing exchange (your creature now hits first) while simultaneously demoting an opposing double-striker to an ordinary body, so whatever the opponent spent to grant or possess that keyword stops mattering for the turn. It asks the player to know the difference between pumping to survive and pumping to erase the mechanic that was going to kill them. The back half is entirely conditional: against a board with no first strike or double strike, that clause does nothing and the card is a slightly overpriced pump; against a board built around those keywords, it reads closer to removal-adjacent tempo. A card whose ceiling and floor are set entirely by what sits across the table, and the gap between them is enormous.
