Alien Symbiosis
Combat auras have always fought the same losing battle: card disadvantage. Enchant a creature, the opponent kills the creature in response or afterward, and you are down two cards for their one. The graveyard clause is what pulls this aura out of that trap. Discard a card, pay the mana again, and it climbs back out of your graveyard to buff the next attacker, turning the classic aura tempo liability into a discard outlet and a grind engine. That reframes what you attach it to: not your best creature (too risky against removal) but whichever attacker most wants menace to push a point of damage through, over and over as the aura recurs. The menace itself does quiet work in a sacrifice or aristocrats shell, forcing double blocks that eat extra bodies you were happy to lose anyway. Everything here points toward attrition rather than tempo. The discard cost feeds delirium, threshold, and reanimator setups, and the recursion means an opponent cannot answer it by trading one-for-one; each removal spell only buys them a turn. The Symbiote type is the wrinkle that ties it to a specific tribal experiment: on its own the type line does nothing, but it suggests the card was cut to a matter-of-graveyards synergy web rather than to raw stats. This is a black aura built for the long game, which is precisely the game auras usually lose.


