Call of the Full Moon
The rate is generous: +3/+2 and trample on a two-mana Aura sits well above the usual curve, a Werewolf-grade pump most red decks would happily pay for up front. The cost comes later, in tempo, and the design hangs a guillotine over the whole arrangement: if any player cast two or more spells last turn, the next upkeep collapses the enchantment. That trigger runs against the grain of how aggressive red usually operates. Red wants to empty its hand, chain a burn spell into a creature into a trick, and close before the opponent stabilizes; this Aura asks you to ration that hand to one spell a turn or lose your investment. Crucially, the condition watches every player, not just you: an opponent can cast two of their own spells to knock the Aura off your creature, turning your buff into a soft Disenchant on their terms. The Werewolf flavor does the conceptual work, the daylight-to-night cadence of Innistrad's transform cards rendered as an upkeep policing trigger rather than a flip, but the strategic effect is to reward patience over burst. You suit up a creature that is already sitting in play, then hold back, spending one spell at a time and letting trample push damage through chump blockers. It is a clean inversion of the usual red impulse: the cheap, powerful buff is real, but it survives only while the table stays quiet, and either side's burst of spells punishes the habit it was priced to discourage.
