Don't Worry About It
Auras almost always target the battlefield; this one enchants a card in your hand, which is the whole joke and the whole engine. The design borrows the "haunting" template that lets an Aura sit on something it can't normally touch, then bends it toward a cast-time payoff rather than a death trigger. The effect it grants is quietly enormous: a discount plus a copy on cast, so the enchanted card is both cheaper and doubled the moment it leaves your hand. What keeps that from being free value is the structural fragility written into the enchant itself. The Aura lives on the battlefield while the card it names lives in your hand, a split existence that any hand-disruption, discard, or reshuffle breaks the instant the enchanted card stops being in your hand. You are committing three mana and a card up front to a plan that resolves later, and only if the target survives the intervening turns untouched. That front-loaded risk is the price for the copy. The comedic name suits the effect: you tag your best spell, then very much do worry about it, hoping nothing knocks it loose before you get to cast it. It reads as a novelty, but the copy-on-cast clause is doing serious work, turning any expensive haymaker into two for one mana less, with the catch that the whole arrangement depends on a card you can't protect the way you'd protect a permanent.
