Femeref Enchantress
The enchantress archetype rewards you for casting enchantments, paying off the act of resolving them with cards in hand: Verduran Enchantress is the prototype, and Argothian Enchantress refined the trigger to combo speed. This one inverts the entire premise. It does not care that you played the enchantment; it cares that the enchantment died. The draw fires when an enchantment moves from the battlefield to the graveyard, which turns every removal spell pointed at your auras, every sacrificed pillow-fort, every aura whose creature leaves the battlefield, into a replacement card. The design logic is defensive where the rest of the cycle is proliferative: instead of compounding a developing board, it bleeds the table for trying to interact with it. That makes the trigger source-agnostic in a way the others are not. An opponent's Disenchant feeds you, your own sacrifice effect feeds you, and a board wipe that catches your enchantments feeds you several times over. The friction is that you need enchantments to be dying in the first place, which asks for a deck that treats them as consumable rather than permanent. Pair it with cheap, expendable enchantments and the 1/2 body becomes a card-advantage engine that profits from attrition; build a static enchantment shell and it does nothing. It is the rare member of the family that wants the battlefield to be a graveyard waiting to happen.
