Frantic Strength
Auras have always lost the card-advantage argument to combat tricks: both do a similar job in a fight, but the trick leaves nothing behind when the target dies, while the aura hands the opponent a two-for-one at the worst moment. Flash narrows that gap. It gives the enchantment a trick's timing (hold it back until the trigger you actually want) while keeping the permanent's persistence, so a creature that survives the turn carries the bonus into the next attack. That is what you are paying for; the +2/+2 is deliberately plain rate, a green combat modifier priced so the instant-speed window is the real cost, not the stat line. Waving an attacker through, ambushing a blocker, or saving a creature from a removal spell on the stack are all the same maneuver: commit at the moment the aura is least exposed, then keep it if the board lets you. Trample is the detail that turns the buff from a combat solver into a clock, pushing the extra points past a chump instead of letting them stall out. It asks the pilot to read the board and pick the beat where the enchantment survives, which is the entire pitch: a permanent that behaves like an instant right up until it decides to stay.
