Archetype of Aggression
The denial clause is where this one earns its keep. Each member of this enchantment-creature cycle granted your side a single keyword and stripped the same keyword from your opponents, and trample is the one whose removal actually rewrites combat math instead of subtracting a marginal upside. Granting your whole board trample is a tidy aggressive payoff: excess damage spills past blockers and onto the defending player, so a chump block buys time but not safety. The other half is the part that bites. Strip trample from the opposing side and bar them from regaining it, and their biggest attacker can be walled off entirely by a single token, while any opposing trample enabler quietly stops functioning for as long as this stays on the board. The 3/2 body is the catch, and the deliberate one. Because the lockout rides on a creature rather than a static enchantment, it lasts exactly as long as the creature survives combat and removal, and a 3/2 for is not built to survive long. That is the tension the whole cycle stakes itself on: a global rules-warping effect bolted to a fragile attacker that wants to be racing, not anchoring the board. You get the asymmetry only while the body lives, and the body is priced to attack into trouble rather than hide from it.

