Furious Strength
An aura that hands out menace instead of trample makes a small but real statement about what its designers wanted the +2/+2 to accomplish. Trample is a rate multiplier: it wants a body already big enough to threaten lethal. Menace is a connection guarantee: it cares less about how much damage lands and more about whether the attacker gets through at all. So this reads as combat-math insurance for creatures whose value is in connecting (the ones with damage triggers, the ones carrying a sacrifice payload, the equipped threat you need to land one hit with) rather than a finisher for something that already ends games unaided. The trade-off the format-agnostic reader will feel is the one every combat aura carries: three mana and a card committed to a single creature, with all the two-for-one exposure that implies the moment the enchanted creature is removed in response. Menace narrows the ways it can be gang-blocked to death, but it does nothing against spot removal, and the card offering only +2/+2 rather than a larger swing keeps it firmly in the supporting-cast tier of pump effects rather than the swingy ones. It is a role-player: a way to force a specific attacker through a clogged board, priced and sized for players who want the trigger, not the beatdown.
