Necrosynthesis
Two payoffs stacked on one Aura, and both ask the same thing of you: keep the board dying. The counter-accrual clause turns the enchanted creature into a reservoir for every other creature that hits the graveyard, yours or anyone's, so in a grinding attrition game the host grows without you spending a card. That growth is not the reward; it is the fuel. The death trigger digs a number of cards equal to the creature's power, which means the whole design is engineered to be sacrificed once it is fat. You are not protecting the enchanted creature: you are fattening it precisely so that trading it away or feeding it to a sacrifice outlet returns the deepest possible dig. The tension is that the counters live on a body that dies eventually, and the card wants that death, so any incidental destruction your opponent aims at the host is really them helping you cash the enchantment in. Aura-based card advantage has always fought against the two-for-one risk (kill the creature, the Aura dies with it, you are down two cards), and this design inverts that math: the creature dying is the moment you finally profit. Even a one-power host replaces the Aura by looking at the top card and taking it; the dig simply gets deeper the more fodder you were willing to spend, so the reward scales cleanly with how far you grew it before letting it go.

