Face of Divinity
The +2/+2 is priced to be worn alone; everything else is the reward for stacking. This is Aura design built to punish a player's oldest instinct, which is to never commit two enchantments to one creature for fear of the two-for-one. Here the second Aura is not overkill, it is the unlock: first strike and lifelink together turn a merely bigger creature into one that wins combat and drains life while doing it, and neither keyword is stapled to the base bonus. The card is deliberately front-loaded to be castable on its own and back-loaded to reward the greedy line, so the same three mana buys either a modest boost or a keystone in a dedicated Aura shell. The clever part is that it converts a structural weakness (vulnerability to a single removal spell on the enchanted creature) into a payoff for leaning further into that same weakness. The static condition checks for "another Aura" attached to the same creature, not a specific one, so any second enchantment on the body switches on the keywords the moment it lands and switches them off if it leaves: a pump aura, an evasion grant, a second copy of this itself all qualify. It belongs to white's Voltron-enabling tradition, the Auras that ask you to overcommit and then hand you a concrete reason to, rather than the safe, self-contained enchantments that headline most sets.

