Fiery Mantle
Most pump auras are a calculated risk against the two-for-one: enchant a body, and any answer to that creature takes the Aura with it. Fiery Mantle declines to play by those stakes, returning to its owner's hand whenever it hits a graveyard from the battlefield. The wording rewards a careful read, because it is narrower than the casual glance suggests. The trigger keys on leaving the battlefield, so an Aura milled or discarded straight from hand is gone for good; only its being put into a graveyard from the battlefield hands it back. While it sits on a creature, the only clean answer is exile. Everything else just buys the opponent a turn while you recast it onto the next body that lives. That single line changes the card's strategic axis: it stops being a fragile combat investment and becomes a sticky firebreathing outlet that survives the attrition fights auras usually lose, even outlasting a board wipe by recurring through it. The cost is paid in tempo, since a returned Aura sits idle until you reinvest the mana to suit it back up, and the enchanted creature still has to land a hit to cash in the activations. It is an early-era answer to a real design problem (how to make an Aura worth the card disadvantage), solved not by inflating the rate but by refusing to stay dead, so long as the battlefield is where it dies.
