Fool's Demise
Steal effects that fight removal are a rare design, and this one does it through patience rather than haste. Most theft auras hand the creature back the moment they fall off; this one inverts that, treating the enchanted creature's death as the activation, not the failure. Kill the creature you've enchanted and it comes back under your control; kill the aura and it bounces home to redeploy. The opponent's natural answers (a removal spell, a chump-trading attack, a sacrifice outlet) become the trigger that surrenders the body to you, and the aura's self-return clause means the worst case is a tempo loss, not a card loss. It is built to enchant a creature you do not own as much as one you do: a graveyard-recursion lock on someone else's threat, where every attempt to clear the board only relocates the prize. The friction is the front-loaded cost and the sorcery-speed window to land it, which asks you to commit before you know how the game develops. But the payoff structure is unusually resilient for a control-color enchantment, a delayed claim on a threat that resolves into a Mind Control-style theft the instant the threat dies. The recursion-plus-bounce pairing reads like a designer working out how to make a single aura survive the very interaction auras are most exposed to.

