Armory Paladin
Auras and Equipment have always carried a hidden cost that this card converts into gas: card disadvantage. A creature you enchant dies to removal and you have spent two cards for nothing; every suit-up spell is a bet you might lose. The exile-and-play trigger reframes that bet. Each Aura or Equipment you cast digs one card deeper and gives you a turn and a half to spend it, so the deck that would ordinarily hemorrhage cards keeping a threat armed instead refills as it goes. It is impulse draw stapled to the exact archetype that historically needed impulse draw the most, and the color pair is the tell: Boros aggression wants to keep committing to the board, and this rewards the commitment rather than punishing it. The 3/3 with trample is deliberately unremarkable because the trigger is the payload; a bigger body would have made it a threat you protect, when the point is to make it a threat that pays you for protecting everything else. The one wrinkle worth flagging is timing: the trigger fires on cast, so it resolves before you even know whether the Aura sticks, meaning you draw your compensation up front and the countermagic that eats your enchantment cannot claw back the extra card.



