Aggression
A coercion spell disguised as a buff. The first strike and trample read like a pure upgrade, but the end-step clause turns the gift into an obligation: the creature you enchanted now has to attack or it dies, regardless of whether attacking is good for you. That inverts the usual relationship between an Aura and its host. Most pumps reward you for picking your spots; this one strips the spot-picking away and forces the enchanted creature into the red zone every turn, blockers or no blockers. It belongs to an old design lineage of cards that handed you power in exchange for surrendering control, the same vein as the Lure-and-trample punisher enchantments that wanted your creature dead as much as you wanted it swinging. The wrinkle worth noticing is the targeting restriction baked into Enchant non-Wall creature: Walls of the period had no power and could not attack, so handing one Aggression would just kill it on the next end step. Excluding them closes that trap rather than opening a removal trick. What you are left with best rewards a creature you genuinely intend to send in every combat—though it can also be turned on an opponent's utility creature to force a bad attack or a destroyed body—and the moment your board state changes (a sweeper looming, a chump-block wall, a reason to hold back) the enchantment becomes a liability you cannot easily walk back. The trample and first strike are the carrot; the destroy trigger is the leash.
