Stunning Shot
Two effects fused at the seam where they matter most: a growth spell for your board and a tempo tax on theirs, both pointed at a single beat of combat math. The stun counter is the tell. Rather than a straight tap, which any Frost Titan or Icy Manipulator could manage, this locks the target down for its controller's next untap step, buying two turns of relevance for a two-mana sorcery. That extra beat is what pushes it past a simple combat trick into a swing you can plan around: pump one of your attackers to force a bad block, then freeze the creature you most want out of the way when the crackback comes. The "up to one" on both halves is the quiet flexibility here; it plays as a pure buff when you have no useful target, or a pure tempo play when your board is empty and theirs is the problem. What keeps it honest is the sorcery speed. You cannot hold it up as an ambush, cannot answer a surprise attacker, cannot save a creature mid-combat. Every use is telegraphed on your own turn, which caps the tempo swing at exactly one aggressive sequence rather than a reactive lockout. It is a proactive card built for a proactive plan: commit, connect, and keep the biggest threat tapped down while you do it.
