Kestia, the Cultivator
Bestow was designed to solve the enchantment creature's central risk: a body dedicated to buffing another creature dies with its host and takes your whole investment down with it. This Bant Nymph is one of the few designs to carry that mechanic into three colors and pair it with a payoff worth the flexibility. The +4/+4 it grants and the 4/4 it becomes when unattached are the same package seen from two angles; what matters is the card-draw clause that fires whenever an enchanted creature or an enchantment creature you control attacks. That trigger is the reason bestow is doing real work here rather than just serving as body insurance. Cast it as an Aura and it makes something huge while turning your attack step into a draw engine; play it as a creature and it draws off its own swings. Crucially, the trigger keys on the declaration of attackers, not on combat damage: a chump-blocked attacker still refilled your hand, and every enchantment creature you send in counts whether or not it survives the exchange. The design rewards a board where enchantments and creatures blur into one (Auras, Gods, other bestow cards), because each one that attacks refills your hand. It sits in the small lineage of green-white-blue designs built to make an enchantment-matters build aggressive rather than passive: the reward is tied to attacking, not to casting or sitting behind a wall, pushing the deck toward a proactive posture enchantment-matters strategies rarely adopt.

