World at War
Most extra-combat spells give you one more swing and call it a day. This one was built to chain. The untap clause is the whole engine: every creature that already attacked refreshes for the bonus combat, so it is a clean second pass with your full board rather than a single repurposed haymaker. Rebound is what turns that from a finisher into a loop. The spell exiles itself as it resolves, then casts itself for free off your next upkeep, which means two consecutive turns where your attackers swing twice. Stack enough power and the second turn's free recast effectively doubles the doubling. The five-mana sorcery cost is the brake: you need a board already on the table for the extra phases to mean anything, and you need to survive a full turn cycle to collect the rebound, so a topdecked copy on an empty board does nothing. The math gets violent fast alongside anything that scales on combat damage or attack triggers, but the spell needs bodies to untap, which is the trade the rate is built around. It reads like a build-around because it is one: a payoff that asks you to assemble the board first and rewards the assembly with two turns of compounded aggression rather than a single explosive moment.


