Aura Finesse
The recurring problem with Aura-based decks is the two-for-one: enchant a creature, the opponent kills the creature in response or at the next opportunity, and the Aura goes to the graveyard with it. This is one of the cleaner answers to that math. Moving an Aura you already control onto a fresh body sidesteps the blowout, and the cantrip means the move never costs you a card. The instant speed is doing the real work: hold it up, let the opponent commit a removal spell to your enchanted creature, then slide the Aura to a new target in response and refund yourself with the draw. It can also rescue an Aura from a creature that is about to die in combat, or simply shift a beneficial enchantment to whichever attacker matters this turn. The ceiling is narrow because it asks you to already have an Aura on the board and a second creature worth wearing it, but inside an Aura-heavy build the floor is still respectable, since once you have an Aura the draw always comes attached. It belongs to a small family of effects that try to make creature enchantments less fragile by decoupling the Aura's survival from any single creature's; the added card draw is what separates it from being pure insurance and makes the slot defensible even when the rescue line never comes up.
