Frenzied Rage
The +2/+1 is the smaller half of what two mana buys here; menace is the part that changes how combat resolves. A pump aura is a fragile investment, the classic two-for-one trap where the opponent kills the creature in response and walks off with a free card. Menace attacks that math from the defender's side: forcing the enchanted creature through two blockers turns a vanilla beater into something that demands the opponent either double-block, chump twice, or eat the hit, which is exactly the pressure that reopens a clogged board into a clock. Aggressive red has always wanted evasion that a small creature can carry deep into a game without spending a trick each turn, and an evasion aura at this rate hands a one-drop reach it would not otherwise have (the effect persists for as long as the creature lives, no reactivation, no equip cost). The tension is the one every Aura wears: you have committed a card to improve a permanent the opponent can still answer at instant speed, and if they do, you are down material and tempo at once. That is why this kind of effect sits at common and stays there: a clean aggressive enabler whose ceiling is a quick kill and whose floor is a blowout, with the player casting it deciding which by reading the board correctly.
