Iroas's Blessing
An Aura that answers the two-for-one problem by paying you the removal up front, or trying to. The pitch is to pay full retail for a combat Aura and get four damage stapled on, so that even if the enchanted creature dies later, you have already traded for one of your opponent's threats. The four damage is priced to kill most creatures and chip a planeswalker; the +1/+1 is almost incidental, a rider that gives the whole package a reason to exist if the burn misses (a dead removal target, a chumped attacker) but the Aura still resolves. But the mechanism matters more than the pitch admits. The damage is an enters-the-battlefield trigger, not a cast trigger, and it enchants a creature you already control, so it inherits the classic Aura vulnerability rather than escaping it: if an opponent removes the creature you are targeting in response to the Aura on the stack, the spell loses its only legal target, fizzles, and never enters. No creature, no ETB, no four damage. You are down a card with nothing to show for it. That timing window is the real cost of the design, and it makes this less a safe midrange play than a card that wants a resilient body already on the board, one an opponent will not casually trade away in response. Auras that carry their own value usually lean on a cantrip or evasion; anchoring the payoff to a burn effect aimed across the table is a sharper, riskier read on the same problem.
