Elder Mastery
A six-mana three-color Aura asks a steep entry fee, and it pays out entirely on the back end: connect once and the air is swung while the opponent is two cards lighter; connect twice and most hands are empty. The flying matters more than the +3/+3 in that math, because the trigger only cares about damage dealt to a player, not blocking, so what the Aura really buys is an evasive clock that strips a hand rather than a combat boost. The wrinkle worth flagging is that the trigger is not restricted to combat: any source of damage to a player off the enchanted creature feeds it, so a pinger or a creature with a damage-dealing ability turns the discard from an attack-step bonus into something you can fire on your own terms. That is the structural difference between this and the Duress-style discard that lives in the same colors: replicating a repeatable two-card discard with one-shot spells means spending a card every turn, where this spends one card up front and then empties the hand for free on every hit. The fragility is the tension. Everything rides on a single creature, and an opponent's removal in response costs you the whole investment plus a two-for-one. This is built to reward a deck that can protect a flyer and spend its mana making one threat lethal rather than diversifying a board.

