Draconic Destiny
Combat Auras have always fought the same losing math: you spend a card to buff a creature, the opponent kills the creature, and you are down two cards to their one. This design attacks that problem from the far end. The buff itself is a compact finisher package: the +1/+1 with flying and haste turns any body into an immediate air threat, the added Dragon type grades the creature into tribal payoffs, and the repeatable one-mana pump gives you a mana sink to push a race or force lethal through a stalled board. What changes the risk calculus is the death trigger. Once the Aura has resolved and attached, killing the enchanted creature no longer strips the enchantment too: the Aura returns to your hand, ready to land on the next threat. That recursion is what makes a normally fragile card type behave like a recurring red enchantment you rarely run out of. The honest catch is timing. The return only fires from an already-enchanted creature dying, so a removal spell aimed at the target in response to the Aura spell (before it ever resolves) still puts the Aura in the graveyard with nothing to show for it. And because it can only ride one creature at a time, it is a slow, single-target investment rather than a way to develop a wide board. Re-casting is the whole plan, not a fallback.




