Despondency
Most power-reduction auras are one-shot answers: you spend the card, the threat is neutered, and the aura sits there as a permanent tax on your opponent's removal. The graveyard-return clause flips that math entirely. Killing the enchanted creature, bouncing it, blinking it, or sacrificing it does not strand the aura; it hands the card back, ready to be redeployed on the next attacker. That makes this less a single removal spell than a renewable combat-shrinker, a recurring -2/-0 that follows the board around indefinitely. The -0 toughness is what keeps the engine fair: it never kills anything, only blunts offense, so the recursion buys time rather than card advantage. A creature reduced to zero power simply stops being a clock, and the aura comes home if anyone tries to break the lock by removing its host. The design anticipates its own removal and refuses to be a two-for-one in the opponent's favor, which is the wrinkle that justifies stapling a permanent answer to a recurring spell. It rewards a grindy, attrition-minded plan: keep the biggest threat shrunk, accept that you will never trade up on cards, and lean on the fact that the opponent can never quite get rid of the thing taxing their best creature.

