Vanish into Memory
The whole effect hangs on a single creature's stat line read twice, once as it leaves and once as it returns. Power becomes raw card draw on resolution; toughness becomes the discard owed on the next upkeep, and the gap between those two numbers is where the spell lives. Aim it at an opponent's bomb and you buy a turn of tempo while drawing off its power yourself, though a high toughness can swing the trade negative: a 5/6 hands you five cards now and demands six back later, a net loss in raw count even before the tempo math. Point it at a wide-shouldered attacker of your own (high power, low toughness) and the spell becomes pure value, drawing big while the discard stays cheap, since the cards arrive when the creature exiles and the toll only comes due once it has returned. The instant-speed timing is what makes the spell flexible: it can save a creature from a removal spell, dodge a sweeper, or strand a blocker for a turn, and it always settles up by your next upkeep. Most blink effects of this era treated power and toughness as interchangeable flavor; this one weaponizes the distance between them, rewarding bodies whose attack outruns their defense and punishing a target read where toughness exceeds power. The single target carries all the weight: pick the wrong creature and the discard clause turns a draw spell against you.



