Court of Grace
The monarch normally rides in on a creature, a body whose combat presence carries the crown into and back out of danger. Handing the title over from an enchantment rewires the incentives entirely. The monarchy is a player designation, transferred only by combat damage, so no removal aimed at the enchantment touches whether you wear the crown; answering the Court itself simply cuts the token stream. Until it is dealt with, each upkeep grades up from a 1/1 flyer to a 4/4 Angel while you hold the title. That upgrade is the design pressed into a single line: the crown is not merely the card the monarch draws, it is the switch that improves the output, so the enchantment grants the condition and then pays you for defending it. Each Court in the cycle pairs a modest baseline effect with a monarch-only upgrade, and this one commits to bodies, the cleanest way to translate the monarch's incremental card into a board that can also hold the title. The friction is real: the flyers pressuring your opponent are the same flyers you want back on defense, and losing the crown does not clear the Court, it just downshifts the drip from Angels to Spirits. An opponent who ignores the enchantment drowns in 4/4s; one who reclaims the crown through combat still leaves you a steady supply of evasive chump blockers. Whichever way the title swings, the wings keep coming.






