Dub
The flavor pun is the whole reason this exists: to dub a creature a Knight, the way a monarch taps a kneeling subject with a sword, and the mechanics fall in behind the ceremony. Granting a creature type alongside a stat boost is the unusual half of the design, since most combat Auras stop at the numbers. That type-grant is the payoff for any deck built around the tribe: a single card turns a mana dork or a token into a member of the club, switching on the lords and triggers that care about Knights. The first strike and +2/+2 win games without any of that support, making an attacker that trades up and survives the swing back, but the type-line change is the ability that earns this a slot over a plain pump enchantment. White has printed Knight-tribal payoffs for years that reward flooding the board with cheap bodies and then upgrading them into something the tribe rewards, and this feeds that plan from the other end. The cost is that it is an Aura on a fragile target: a single removal spell answers both the creature and the card invested in it, the standard two-for-one risk that has kept enchantment-based combat tricks honest for as long as Magic has printed them.

