Piety Charm
Three jobs that rarely overlap, stapled to a single white mana: enchantment removal, a Soldier-specific pump, and a team-wide vigilance grant. The design here is a deliberate hedge against dead cards in a tribal aggro deck. The Soldier pump only fires if you have a Soldier on board, the vigilance line wants a developed battlefield, and the Aura destruction is purely reactive, so any one mode might be a blank in a given matchup; bundling all three guarantees the card is live somewhere. This is the modal-charm template doing exactly what charms were built to do, smoothing variance by trading raw power for flexibility. None of the three modes is impressive on its own (a conditional +2/+2 is a weak trick, and most decks would rather have a generic disenchant than one chained to enchantments-on-creatures), but the white-weenie deck of its era wanted a one-mana instant that could win a combat step, alpha-strike with vigilance for the swing-back, or pop a removal Aura on its best attacker. Notice where the strongest mode gets gated: the +2/+2 is locked to a creature type, narrowing the pump to keep it from being a freely splashable trick. The Soldier clause is what binds the card to a specific shell rather than the open market, pricing its best line for the deck it was actually built to serve.
