Farrel's Mantle
A redirection effect dressed as an aura, and a strange one: it turns an unblocked attacker into a one-shot missile, with the catch that the creature gives up its combat damage to do it. That trade is the whole design. The damage scales with power plus two, so a big attacker can vaporize something across the board, but the player chooses each combat whether to swing for the face or fire the shot, never both. The "isn't blocked" clause is the leash on the whole thing: the opponent can simply throw a chump in front of the enchanted creature to deny the trigger, which means the aura only ever pays out when the attack was already getting through. It reads as a removal enchantment, but it behaves more like a conditional, repeatable bolt that the defender gets a vote on. White rarely gets to deal damage to creatures at all, and almost never gets to do it from the attack step, which makes the card a curiosity from an era when the color pie was still being negotiated rather than enforced. The two-for-one risk (commit the aura, then watch the creature get blocked or removed before it ever connects) is the sort of variance early design leaned into and later design largely sanded away.

