Rune of Might
The whole Rune cycle addressed the same complaint auras have carried since Alpha: enchant a creature, and if it gets killed, you have spent two cards to their one. The cantrip does not fully solve that. If the target is destroyed in response to the aura being cast, the spell fizzles and never enters, so no card is drawn; the enter-draw only pays off when the aura resolves and the creature dies later, restoring parity rather than preventing the blowout outright. What earns this one its slot is the dual-mode text. Enchant an Equipment and the +1/+1 and trample route into a rider on the gear itself, so the boost travels as the Equipment re-equips across bodies rather than dying with a single creature. Trample is the effect green most wants stapled to a growth spell: it turns a chump block into partial damage and lets a lone threat push past a clogged board. Because it can always find a legal target, permanent or Equipment alike, it is never a dead draw. What it does not do is gain tempo. Two mana to draw a card and grow a creature by one is a tempo loss on rate, even a clean one; the appeal is insurance against the aura's oldest failure mode, not a proactive swing. That trade is the honest version of green's replaceable-body support: refill your hand, nudge a body, and let trample make the extra points land.
