Tifa, Martial Artist
The extra-combat trigger hides a conversion engine that Melee is quietly built to feed. The payoff condition is a creature with power 7 or greater connecting, and a multiplayer swing gets there on its own: attack three opponents and the 4/4 becomes a 7/7 the instant it declares, no pump spell required. Land the hit and every creature you control untaps; if this was your first combat phase, another one follows with a board that just refreshed. That untap-plus-extra-phase pairing is the point, and it does more than a plain "extra combat" rider ever could: it hands you vigilance on demand and a fresh phase's worth of attackers at once. The design caps itself deliberately, though. The second combat only spawns off the first, so this is one bonus phase per turn, not an infinite chain, and that ceiling is exactly what keeps the untap from spiraling into a loop. It pushes deckbuilding toward making the single extra swing count rather than manufacturing endless ones, and it rewards a board that can field a seven-power threat outside Melee math, so the trigger still fires when you attack a lone opponent. The color identity narrates the same plan: red for the aggression, green for the fatties that clear the power-7 bar, white to keep the team wide enough that untapping all of it means something. The card asks whether you can reach seven power and whether you can turn an untap into lethal pressure, then answers both with one attack.




