Curse of the Werefox
Green's fight spells have always charged their aggression to a body already on the battlefield, and older bite effects like Prey Upon and Rabid Bite were pure one-shots: they spent your creature's power to answer another and left it exactly as it started. This folds the removal and a permanent upgrade into a single card. The Monster Role does its arithmetic first: the +1/+1 and trample attach before the fight resolves, so the creature deals its boosted power to the target, and if it survives it keeps the Role and grows into a lasting threat. The order of operations carries the design. Trample does nothing for the fight itself (fight damage never involves blockers) but everything for what the creature becomes afterward: a bigger body that pushes damage through in later combats. The "up to one target" clause is the release valve; with nothing worth fighting, the spell still lands a durable buff on your own creature, so it never rots against an empty board. Wrapping the upgrade in a Role token keeps the enchantment bookkeeping self-contained (it replaces any prior Role and dies alongside the creature) without leaving a separate permanent to defend. The exposure is real, though: because the spell targets a creature you control, an opponent who kills that creature in response fizzles the whole thing, the same blowout a traditional Aura invites. That risk is the price of stapling a fight to an upgrade rather than casting the two separately.
