Charisma
Threaten effects steal a creature for a turn; this routes theft through a damage trigger instead, converting combat or noncombat damage into a lasting acquisition for as long as the Aura survives. The mechanism is a two-step machine, not a point-and-grab: the enchanted creature has to deal damage to another creature, and once it does, that struck creature comes under your control. You are not paying for any single body on the board, you are building an engine where each instance of damage your host deals peels off a stolen creature, one hit at a time. The cleanest payoff is a pinger, a creature that taps to deal one damage rather than risking a fight, prying blockers and value engines off the opponent's side without committing to combat. There is a wrinkle, though: the ping has to leave its target alive, since lethal damage leaves nothing to steal, so the engine wants wounds rather than kills and pushes you toward beefier targets than a single point will finish. The constraint cuts both ways. It demands a host that endures and keeps dealing damage, so a fragile attacker undercuts the whole plan; and because control lasts only while the Aura stays attached, an opponent who removes the host gets every stolen creature back at once. A single answer on the enchanted creature unwinds an entire run of larceny. It is a control card wearing combat clothing, theft priced as a repeatable trigger that an opponent can sever in one stroke.
