Whisk Away
Combat-only tempo, priced to enforce it. The requirement that the target already be attacking or blocking rules out proactive tucking: you cannot answer a problem creature on your own schedule, only after it has committed to the combat step. That window is the whole design. Cast it on an attacker after damage assignment would be too late, so the play is to remove the threat mid-combat and erase the swing before it lands, while seeding the top of the opponent's library with a creature they now have to redraw. Library-top placement rather than hand-return is the meaningful wrinkle over the standard bounce template: the opponent can still recast the creature and re-trigger any enters-the-battlefield value either way, so the gain is not in stripping that value but in costing them a draw. Their next draw step surrenders a fresh card to a known one, taxing the resource they most rely on to dig out of a bad board. The restriction is also the ceiling. A bounce spell that only works in combat is reactive by construction, dead in the opening hand against a slow draw and useless against noncreature threats. This is blue's way of punishing an overextended swing without paying removal rates: it kills nothing, but it can convert a single attack into a wasted turn, which against the right curve is close enough.
