Brazen Cannonade
Two aggressive impulses fused into one enchantment, and the fusion is the design idea. The first clause rewards attrition: it converts your dead attackers into reach, so trading in combat or throwing bodies at chump blockers stops feeling like a loss. The second pays off the same commitment on a delayed schedule, exiling a card each postcombat main phase so long as you attacked, then letting you cash it in through your next combat. Both halves ask the deck to do exactly one thing: keep swinging, keep sending creatures into harm's way, and the enchantment turns that pressure into damage from one clause and fuel from the other. The exile-and-play window is what stops the impulse advantage from becoming free card economy: whatever the raid trigger digs up evaporates at end of combat on your following turn, so the effect drips fresh gas into a deck that empties its hand fast rather than banking cards you draw against at leisure. This is a red enchantment built for wide, expendable boards, where creatures dying is the plan rather than a cost, and it answers the classic weakness of that plan: what to do once the hand runs dry and the blockers stack up. The whole design is downstream of one assumption about the pilot, that they will always have attacked, and it withholds nothing from a deck willing to make that true every turn.
