Astral Wingspan
Auras have fought card disadvantage since the game's earliest sets: commit a spell to a creature, watch it die in response or later, and you have paid two cards to end up with none. The enter-the-battlefield draw is the first correction, keeping the enchantment from being a pure two-for-one once it resolves, though it does not immunize you against removal in response (an Aura needs a legal target, so if the creature dies before this resolves, the spell fizzles and the draw never fires). Convoke is the second correction, and the more interesting one. On a wide board this costs a single blue and a handful of taps, converting horizontal pressure into one tall, evasive threat while your lands stay untapped for a second spell. That is the window it exploits: at a sorcery-speed main phase, a go-wide deck spends the board it already built to make one flier that clears the ground stall it created. The honest tension is that both halves want the same resource. Convoke wants a crowded battlefield to discount the cost, and the +2/+2-and-flying payoff wants a body already worth threatening with, so the discount and the reward compete for the same creatures. What it amounts to is a small revision to Aura philosophy: stapling a card-neutral draw and a tempo-neutral cost onto the same enchantment so the game's oldest disadvantageous card type finally reads as a fair rate rather than a trap.
