Spirit Flare
Pinging an attacker or blocker for one of your own creatures' power was a known idiom by this era, but most of those tricks made the creature do the work in a single body, tapping for its own damage. This one splits the action across two targets: tap an untapped creature you control, then route that creature's power as damage at whichever attacker or blocker an opponent has committed. The damage is dealt directly rather than as a fight, so there is no return swing and nothing to feed off combat triggers; you assign the number and the tapped creature stays out of harm's way. The limitation is structural rather than incidental: the opposing target must be attacking or blocking, which chains the spell to the combat step and makes it reactive removal, not open-ended point-removal. Its flashback cost trades life for mana on the second cast, in keeping with an era when white spells were willing to charge a few points off your total as a resource. That graveyard recast is the part worth building around: a discounted second use lets a single card warp combat math twice, spending a creature's power and a little life each time. The whole effect rewards keeping an untapped creature back rather than swinging out, which suits boards that already want defenders on hand.
