Water Wings
The value here is not the flat 4/4 body; it's the hexproof stapled to a two-mana instant. Fire it in response to a kill spell and the creature becomes an illegal target: the removal is left on the stack pointing at something it can no longer touch, so it fizzles on resolution, and you have done it while resetting base stats and handing over evasion in the same breath. The overwrite rather than pump is the interesting piece: because base power and toughness become 4/4 flat, the spell can turn a mana dork or a one-drop hatebear into a genuine attacker, then send it over the ground with flying. The single-target restriction is what keeps it a protection card rather than a combat swing; it can only bless a creature you control, so it never doubles as a way to shrink an opposing attacker. What that leaves is a tempo tool whose whole game is the timing decision. Hold up the mana and it punishes an opponent who leans on point removal, then converts the saved creature into a surprise blocker or an evasive threat depending on which window opens first. Everything the card does bends around instant speed: the flying, the hexproof, and the stat reset all arrive at the moment you choose, which is why the two-mana price is really buying the right to wait.
