Celestial Archon
Bestow was built to solve a problem that had dogged Aura-based aggression since the start of the game: the two-for-one. Sink mana into a creature, watch the creature die to a removal spell, lose both cards. Bestow answers it by letting the enchantment survive as a creature when its host dies, and this is the high end of that solution. Cast for its hard cost, you get a 4/4 flier with first strike, a perfectly playable body. Pay the bestow premium instead and it grants a creature +4/+4, flying, and first strike, turning any attacker into an evasive threat that wins combat against almost anything its size. The buff is rarely just raw stats: a ground creature gets to fly, a non-first-striker now strikes first, so the granted keywords frequently matter more than the numbers. What keeps the design honest is the price of the safety net. The bestow cost runs well past casting the creature outright, so you pay extra for the privilege of dodging the two-for-one, and the fallback (when the enchanted creature dies, the Archon detaches as its own 4/4 flier with first strike) is intentionally modest relative to that investment. It is the cleanest illustration of bestow's central trade: the enchantment that refuses to die with its host, at the cost of asking more mana than a normal Aura ever would.






