Waves of Aggression
Extra combat steps usually come stapled to a creature or a deck-defining cost, but here the effect is naked: a five-mana sorcery whose only job is to fold a second combat phase, plus the second main phase to redeploy, onto the end of your turn. The untap clause does the heavy work, because it lets the creatures that already swung swing again instead of leaving you scrambling for fresh attackers; one army gets two bites. What separates it from the rest of the extra-combat lineage is retrace, the gear that turns a one-shot Time Walk-for-combat into a recurring engine. Every spare land in your hand is another casting, so the card keeps coming back from the graveyard for as long as you can feed it lands, and the natural draw step keeps supplying them. That changes the math of a wide, going-tall board state entirely: an aggro deck that has run out of gas in hand can still convert excess lands directly into lethal combat steps. The cost is honest about what it asks. Five mana plus a discarded land per cast is a steep tax to repeat, and there is nothing about the outlay that makes the initial cast cheap. But against an opponent with no blockers and a defenseless life total, repetition is exactly the point, and the discard pile fueling it never runs dry the way a hand of one-time tricks does.

