Fencer's Magemark
The tell that this is a build-around and not a single-target buff is the phrase "creatures you control that are enchanted": the bonus is anthemic, scaling with how many of your bodies carry any Aura, not just the one this mark sits on. That structure rewards stacking cheap enchantments across a board (the mark itself counts as one, so its carrier is always at least +1/+1 with first strike), turning an Aura-heavy go-wide deck into a wall of attackers that win combat against anything their size. First strike on a team is the part that warps damage math: enchanted bodies kill smaller blockers before taking a swing back, so the +1/+1 and the keyword compound rather than just add. The cost of that payoff is the fragility every Aura strategy carries: the anthem lives on a permanent that any removal answers, and if the enchanted creature dies the buff leaves with it. This sits among a handful of marks built to encourage flooding the board with auras rather than committing everything to one fattened threat, a design that trades the explosive single-creature ceiling for breadth and combat resilience. As one of red's enchantment-matters experiments, it gestures toward an aggressive Aura deck that red has rarely had the supporting cast to fully assemble.
