Unnatural Moonrise
A pump spell that pays you back for connecting: the +1/+0 and trample are the setup, but the real work is the granted combat-damage trigger, which converts one good attack into a fresh card the turn you cast it. Everything wears off at end of turn, so this is not an engine you strap on for the long haul; it is a single-turn conversion of an already-threatening attacker into tempo and a draw, best pointed at a creature that was going to get through anyway. The night flip is a rider for shells built to care, not the primary draw. What keeps two mana from feeling one-and-done is flashback: cast it before combat, then buy the same package again out of your yard for a modest premium, which rewards decks that fill their own graveyard. The design tension is that every point of value is contingent on combat resolving on your turn: the trample helps damage get through, the card only pays if damage reaches a player, and the flip assumes a board committed to attacking again. Where a plain pump spell spends a card to push one point of damage through, this spends the same mana to draft an attacker into a resource, and does it twice before exile removes it from the loop for good.

