Secret Invasion
Clone effects usually run through the creature: you cast a body that walks in as something better and stays that way while it lives. This routes the copy through an Aura instead, and the difference is the whole design. A creature you already control becomes a copy of the exiled target, so you are not paying for a fresh body; you are upgrading an existing one and pocketing the enemy's best threat in the same motion. The exile clause works as a two-way lever: your creature holds its new form for the Aura's tenure, and the stolen creature stays gone across exactly that window, which means removing the Aura hands the original back to its owner and reverts your side in the bargain. That coupling is what the card is built around. Ward on the enchanted creature is the tax that guards the arrangement, pricing up the removal that would otherwise unwind both halves at once. The result is a single card doing the work of a clone, a temporary theft, and a partial protection spell, all anchored to the fragility of an Aura rather than the durability of a creature. It answers a threat and becomes it, and the moment the answer dies, the loan comes due.

