Sea Hag // Aquatic Ingress
Most adventures use the instant half to smooth the way for the creature that follows: a cheap removal spell or cantrip, then the body. This one inverts the relationship. The two faces point at opposite game states and rarely want casting in the same situation. Aquatic Ingress is the finisher: two of your creatures get a small pump and can't be blocked, an alpha-strike enabler for a turn when you already have a board and need to push it through. The Hag's enters trigger goes the other direction, dropping every opposing creature's power by four until end of turn. The timing that constrains it is worth reading closely: the front half has no flash, so it resolves at sorcery speed and the -4/-0 wears off at end of turn. It cannot ambush an incoming swing or fog a combat you are defending. What it does is soften a wall of larger bodies before your own attack, letting you race past them for a turn without spending real removal. And because only power drops (toughness stays put), nothing dies; it defangs rather than answers, a one-turn tempo swing you cannot bank on beyond that turn. Because the adventure exiles the creature back after Ingress resolves, the two effects can be spread across different turns and different needs: read which axis the game is on, then commit to the half that matches it.
