Repel the Darkness
Tapping is the cheapest interaction white has: it neither kills nor removes, it simply takes up to two creatures off the table for a turn and replaces itself in hand. The value sits entirely at instant speed. Held up through an opponent's combat step, it can blunt a two-creature alpha strike by tapping the attackers before they declare, or pin down two blockers to clear a path for your own swing, then refill your hand whether or not the trick mattered. The ceiling is modest by design, because tapping does nothing permanent: the affected creatures untap on their controller's next turn, so this buys a window rather than an answer. That self-imposed limit is what lets the cantrip ride along for so little. A hard removal spell with a card stapled to it would cost far more; a temporary tap with a draw attached stays cheap precisely because the disruption expires. This is white tempo-cantrip design at its plainest: build the spell so the floor is still a draw. The "up to two" targeting is the quiet escape hatch: with no good targets, you cast it for zero creatures and simply take the card, so it never sits dead in hand the way a tap effect with a hard requirement would. Worst case, it cycles. Best case, it cycles and steals a combat step on the way through.



