Savage Beating
Both halves end the game; the entwine cost is what makes the math criminal. Double strike alone turns every committed attacker into twice its printed power for one swing; the extra combat phase alone untaps your board and reswings into a defender who already spent their blocks. Pay the entwine and you stack them: untap your creatures, give them double strike, then attack again into an opponent whose blockers may already be tapped or dead, with every creature now dealing combat damage twice. That is the line every all-in aggro shell and storm-adjacent combat deck was secretly built to reach, and it is why this lives in the kill column rather than the value column. The timing clause is what pays for those numbers: it can be cast only during combat on your turn, so it cannot be held as interaction, cannot ambush a blocker, cannot do anything outside the narrow window where you are already attacking. It is not a trick you keep up; it is a button you press when the board is already pointed at someone's face. The design lesson runs the other way from intuition: a combat-locked instant can carry power a sorcery never could, because the cost of that power is paid in inflexibility. You only ever cast Savage Beating in the exact game state where it wins, and never in any other.




