Cartouche of Zeal
The Cartouche cycle bolts a payoff onto enchanting your own creatures, and the red one is the most narrowly combat-focused of the five: one mana for a buff, haste, and a removed obstacle, all collapsed into a single attack step. The +1/+1 and haste read like a standard pump-Aura body, but the enters trigger ("target creature can't block this turn") is what turns this from a stat boost into a tempo play. You need a creature to enchant in the first place, so it is not a board-from-nothing card; it is an enabler for a board you already have. Aim it at the one defender that would have stopped your attacker, and the path is clear, no combat math required. That clause is specifically an attack-enabler, not a defensive tool: a creature that can't block is irrelevant on the turns your opponent is the aggressor, so this never works as a pseudo-fog. The friction is the one every Aura carries: commit a card to a body and a single removal spell two-for-ones you. Red's answer is to make the exchange asymmetric by front-loading the value, since the can't-block trigger and haste are spent the moment the Aura resolves, and the buff merely sweetens an attack that was already going to land. It is a small design built on the idea that in red, an Aura's most valuable job is not pumping a creature but deleting the reason the swing would have failed.



