Once: <sleepyirv: Would almost certainly would not see it in a real game.>
Then you need Once's patented "once per game super-duper gadget", aka the Pocket CG. Okay, okay, I admit the name needs a bit of work, but this is how it works in Hollywood - our hero is given a super-duper-looking gadget around about the end of reel one, usually by some wizened older dude.
In the Bond films, we have Q: "now pay attention, 007. An ordinary wristwatch, but pull the pin and it becomes a powerful electromagnet."
Or Lord of the Rings, when the elves give the hobbit a pile of goodies. Merry and Pippin get nifty swords, but all that Bilbo gets is a light bulb thingie.
Or the Karate Kid (the first and real one!), where Mr Myagi teaches his young apprentice how to do the standing on one leg and kick him in the goolies trick ("if done correctly there is no defence").
Or in Star Wars, ObiWan teaches Luke how to close his eyes and use the force, much like the way that my mother-in-law drives...
You get the idea. Then we have some action and a bit of lurve interest to give us time to forget the gadget. Finally we find ourselves in the last reel and the climactic action sequence. And that is when our hero whips out the gadget - uses it <once> and <once> only, and wins the day. Whooo!
The chess equivelent of this is the <pocket CG>. Incidentally, it is the only additional resource that you can legally use in chess, and if that doesn't sell it on the shopping channels, I don't know what will.
The pocket CG works like this. During the course of a game, you should budget for at least one RBT - that's a Really Big Think. In long time controls, that might be a ten minute think. In five minute stuff, the RBT is maybe thirty seconds. It's all relative.
You get this RBT time by not analysing unnecessary tactics, as the good Dr Nunn tells us. So nothing fancy until your bits are out. No adventures in the opening. Indeed, you could play a relative simple opening or one you know well to get more time on the clock. Play sensible development moves that don't need much analysis, like putting rooks on open files. Do whatever you can to put this extra time in the bank.
When do you use your <pocket CG>? When the position is critical. In dark places, when all other lights fade and hope seems lost. When you've only got one photon torpedo left to destroy the Death Star and Darth Vader is breathing asthamatically down your neck.
Or in chess terms, use your <pocket CG> in critical positions when it looks like you are close to a mate or being mated, or a decisive combination to win oodles of material.
Then you whip out your <pocket CG> <and treat the position exactly as if it was a POTD>. This gives you permission and time to look at crazy fool moves and sacrifices.
Today's position clearly needs a <pocket CG>. White has a couple of really tempting moves, such as 22.Qh6 and 22. fxe6, but first he needs to dodge black's Qxg2 mating threat. As mate is in the offing, we are allowed to use our pocket CG and that gives us the inspiration to look for fancypants moves such as 22. Bd5.
Now all we need is an advertising slogan: "Is that a pocket CG in your pocket or are you pleased to see me?"