Drake Umbra
Umbra armor exists to solve the oldest problem with creature Auras: the two-for-one. Commit an enchantment to a body, watch a single removal spell answer both, and you have traded down. This Aura rewrites that math directly. Instead of granting raw protection, it interposes itself in front of the lethal blow: the creature survives, all damage clears, and only the enchantment dies. The result turns one removal spell into an even trade rather than a blowout, while the rest of the time it hands you an evasive threat several sizes larger than what it was cast on. The flying is what makes the package coherent rather than incidental; pumping a ground creature is one thing, but lifting it over the board converts a defensive insurance policy into a clock. What keeps the design fair is the freight you pay up front for a stat-and-evasion boost that still folds to the second removal spell, to enchantment hate, or to a bounce spell that strands you down a card anyway. Umbra armor narrows the failure mode without erasing it, which is exactly the line a fair Aura wants to walk. It is the deliberate, costed version of the buff-and-protect Aura, built so that pouring resources into a single creature stops being the trap it usually is.
