Witch's Web
Green has printed pump-and-reach tricks by the dozen; the untap clause is what makes this one behave differently. Sizing a creature up is a familiar effect: it wins a race, breaks through a block, or turns a bad attack into a good one. The extra line here is that the boosted creature untaps, and that reshapes how you spend the same combat step. Cast it on an attacker and you manufacture a form of pseudo-vigilance on a body that never had the keyword: the +3/+3 crashes through a block the defender expected to survive, and the untap leaves that same creature standing back so it can block on the opponent's following turn. The size and the reach expire at end of turn, so this is not a bridge into the opponent's phase; only the untap carries across, keeping your attacker available as a defender when the crackback comes. The reach is the more situational half. It matters purely on defense, so the value line is to hold the spell, let the opponent commit a flying attacker, then give a grounded creature reach and +3/+3 to eat it, exactly the kind of instant-speed anti-flier work green does best. Both modes exist inside two mana at instant speed, and both hang on the untap: point it forward and the body survives to guard the crackback, hold it back and the reach opens an interception the flier did not account for.

