Cathar's Call
Most creature Auras front-load their payoff into a single boost, which is exactly why the two-for-one on removal stings so much: kill the host and both cards die together. This one restructures the deal by paying out over time. Each turn the enchanted creature survives to your end step, it banks a 1/1 Human token, a body that lives outside the Aura and is immune to the exchange when the host eventually dies. That does not make the Aura removal-proof (the opponent has priority in response to the cast, in your main phase, and throughout combat, all before the first end step ever arrives), but it changes the calculus once the engine gets going: every trigger you resolve is value already collected, so a well-defended host slowly converts a single enchantment into a widening board. The vigilance is not filler. It lets the enchanted creature swing without ever tapping out of blocking duty, so the host keeps guarding the very tokens it produces rather than choosing between attacking and holding the line. The whole package leans toward attrition instead of a decisive swing: it wants a resilient creature to sit behind, not a fragile one to race with, and it rewards protecting the host far more than pushing it into danger.


