Vizier of Deferment
White's combat tricks usually add power or fog a swing; this one erases a creature from the fight after it has already committed. The exile clause fires only on a creature that attacked or blocked this turn, which fences the effect off from being open-ended removal and points it squarely at combat. Cast in response to an attack, the flash body blinks the attacker out of the damage step; the creature returns at the next end step, but the attack it was making does not. It is just as live in your own combat: swing, wait for the defender to declare a block, then flash it in to whisk your attacker out of a losing trade or, more pointedly, to strand the blocker with no attacker to stop. Because the exile is temporary, you are not buying a dead creature: you are buying a turn of tempo and, when it matters, the erasure of a payoff. Against a freshly cast attacker holding a death trigger, or a creature carrying combat-relevant counters that reset when a card leaves and re-enters, that single-turn window is worth more than three mana for a two-power blink usually is. It reads as a defensive flicker and plays as precise combat denial, and the live question on any given board is which end-step return actually serves you: yours, or the exiled card coming home to its owner.

