Indomitable Might
The flash tag is what turns this from a beatdown enchantment into an ambush. Green owns the combat trick, but it almost always spends that surprise on instants and sorceries; flashing in an Aura is the rare version, and it rewrites the block math after attackers and blockers are locked in. The enchanted creature swells by +3/+3 and, more importantly, threatens to funnel its full damage past whatever chump is standing in front of it. Trample delivers only the excess over the blocker's toughness; this delivers all of it, ignoring the blocking body entirely and treating a gang-block as though the attacker walked in unopposed. The two clauses reinforce each other: the stat boost widens the total the second clause routes through, so a creature that would have traded now connects for its whole enlarged damage against the defending player's life. That makes it an Aura in name but a finisher in function, most dangerous when the defender commits blockers expecting a clean exchange and instead eats a face-full of damage they had no window to see coming. The lasting-permanent framing is almost incidental; the enchantment's value is spent in the single combat step where it lands, and everything after is a body left carrying a boost that has already done its job.


