Dragon Breath
A haste-granting Aura is usually a transaction you make once: enchant a creature, send it in early, lose the Aura when the body dies. This one keeps coming back. The graveyard return fires whenever a sufficiently expensive creature hits the battlefield, so the Aura was built to ride along with whatever oversized thing a deck was already planning to put into play. That is the home it was designed for: any deck cheating out fatties ahead of schedule, where the gap between a summoning-sick body and an immediate attacker decides the game. The two-mana cost buys haste up front, but over a long game it is the free reattachment that makes the price feel like nothing, because the Aura keeps recurring onto each new giant for no further investment. The pump ability is the leftover-mana sink, a way to spend extra red for a couple of points of pressure, but it is plainly the secondary mode. What the design rewards is a curve of huge bodies: hand them a returning shadow that guarantees they swing the turn they land, and a humble combat enabler quietly becomes a repeatable engine.



