Fugitive Druid
This green creature pays you for being enchanted, which only makes sense in a set built to push the limits of Aura-based gameplay. The trigger fires whenever it becomes the target of an Aura spell, not just yours: an opponent's removal Aura, or a control-stealing enchantment aimed at it, still hands you a card before the Aura resolves. That instant-of-targeting timing is the quiet bit of cleverness here, because the draw happens whether or not the Aura sticks; a creature-enchant that fizzles or gets countered after targeting still pays out. The design problem it answers is the perennial fragility of the Aura archetype: invest a card to suit up a creature, lose the creature, and you are down two cards. Fugitive Druid replaces one of them on the way in, turning the act of enchanting from pure tempo risk into a wash. The body, a 3/2 for four, is deliberately unremarkable; the card is a draw engine wearing a creature costume, and the engine only turns over as fast as you can keep throwing Auras at it. It is a narrow, archetype-specific reward rather than a generically good creature, which is exactly the kind of build-around a set leaning into enchantments wants near the bottom of its commons-and-uncommons shelf.
