Red Scarab
A hate card that only works against the deck it hates. The evasion is the part that matters most: the enchanted creature can't be blocked by red creatures, which is exactly the situation where the +2/+2 also comes online, since any red creature on the battlefield is itself a red permanent. So the two clauses reinforce each other. The wider condition catches more than blockers, though: a Mountain on the other side does nothing, because lands carry no color in Magic, but a single red artifact, enchantment, or sideboarded creature is enough to swell the body and let it punch through. Red Scarab is one piece of a five-card cycle of one-mana white Auras, each keyed to a different color of the wheel, including white's own allies and not just its enemies. The whole cycle runs on the same wager: the card is a beating when you've read the matchup right and a blank when you haven't. Against an opponent with no red anywhere, it grants nothing at all, a one-mana enchantment that sits inert. That asymmetry is the point. It descends from a metagame philosophy Magic has largely abandoned, where answers were built around knowing an opponent's colors in advance rather than staying live across the field, and where a card was allowed to be a wrecking ball in one pairing and cardboard in the next, by design.
