Favored of Iroas
Double strike is one of the sharpest multipliers you can staple to a creature, and constellation makes it repeatable at a cost an enchantment-dense white deck was always going to pay for other reasons. On an empty board this is a plain 2/2 for three mana, doing nothing the mana wouldn't buy from a vanilla body. Land it into a shell resolving a couple of cheap auras or enchantments each turn, though, and that same 2/2 threatens four combat damage per swing you trigger it, more if you pile pump onto this creature specifically. That is the actual design pressure: it doubles whatever pump you can assemble, so every enchantment does two jobs at once, advancing the count and inflating the hit. The vulnerability mirrors any aura magnet: the double strike evaporates as the turn ends, so a removal spell held for the combat step cashes in the whole investment, and the trigger goes dead on turns you have no enchantment to play. It wants a build packed with cheap enchantments to keep the count ticking, and it punishes the greedy version that runs dry. Among enchantments-matter combat payoffs it sits with the aggressive ones rather than the value engines: not a card-advantage machine but a finisher that converts the enchantment count you were already generating into raw damage, provided you keep feeding it.


