Illusionary Armor
Auras have always paid for their power with a structural liability: the two-for-one. Spend a card and the mana to suit up a creature, then watch your opponent answer the creature and take both cards with one removal spell. This design leans into that vulnerability and makes it explicit. The +4/+4 is genuinely large, more than most Auras of its weight class offer, but the sacrifice clause hands your opponent a guaranteed clean out: any spell or ability that so much as targets the enchanted creature collapses the whole investment, and the Aura goes first. Crucially, the trigger fires on targeting, not on resolution, so a removal spell does not even need to kill the creature to strand it; pointing a cantrip or a tap effect at the enchanted body is enough to peel the armor off. That asymmetry is the entire bargain: you buy a big swing for five mana, and the price is that the creature underneath it becomes a magnet whose protection evaporates the instant anyone interacts with it. A high-ceiling, glass-jaw enchantment that reads as a beating in a vacuum and collapses the moment an opponent holds up a single piece of interaction: the worst case is five mana and a card sunk into nothing when a one-mana targeted spell strips it before it ever attacks.
