Seize the Day
Extra combat steps live or die on what attacks twice, and this one was written to feed exactly one kind of creature: the tapper whose attack is its real payload. Untapping a creature before granting an additional combat phase is the structural giveaway. The untap clause is not a defensive freebie; it exists so a creature that just swung can swing again, and the bigger the per-hit consequence, the better the math. Point it at a creature that drains or pings on attack, or one whose combat damage triggers something nasty, and the two combat phases compound rather than just doubling raw damage. Flashback is what turns the effect from a one-shot trick into a recurring engine: the second casting from the graveyard, for less mana, lets a deck stack three or four combats across two turns when the board is set up to deliver them. The cost of all this is that it does nothing without a creature already in play and already worth attacking with, so it asks the deck to commit to a single threatening body before it spends a card pointing at it. That dependency is the reason it never escaped the synergy-piece role: in a deck built around one outsized attacker, the extra combat and the graveyard recast are a closing sequence; in a deck without that attacker, it untaps a blocker and politely ends the turn.







