Fealty to the Realm
The clever cruelty here is that control of the stolen creature is welded to a title, not to the Aura. Where Control Magic and its kin are a clean two-player transaction (I take your creature, I keep it until you kill my enchantment), this design routes control through the monarch subsystem: the crown controls the enchanted creature, so whoever holds the crown holds the threat. That turns a steal effect into a hot potato. The enters-the-battlefield trigger installs you as monarch and hands you both the drawn card each turn and the conscripted attacker, but the instant someone connects with you in combat and seizes the title, the creature swings over to them mid-game. The forced-attack clause sharpens the politics: the victim's creature must attack each combat if able and can never come at you, so you have pointed a battering ram outward while wearing the one item every opponent has a reason to swing at. The cost of five mana and the fragility of any Aura are the visible price, but the real tax is the crown itself, which makes you the most rewarded and most conspicuous target in the room. Note the two failure modes are different: bounce or destruction returns the creature and shuts off the compulsion, but merely losing the monarchy in combat hands the whole arrangement, creature included, to your attacker.


