So Tiny
Power reduction is the least glamorous line in blue's combat toolkit, and this one prices itself accordingly: a single mana buys a permanent -2/-0, enough to flip a lot of one-for-one attacks and shrink a would-be beater into a chump. The graveyard rider is where the design gets pointed. The penalty triples to -6/-0 as long as the enchanted creature's controller has seven or more cards in their graveyard, which means the escalation keys off the opponent's bin, not yours. That threshold rewards the blue player grinding a long game: mill the opponent, or simply let a control shell trade resources into the late turns, and a soft brake becomes an outright shutdown of most non-trample threats. Flash is what makes the effect matter in practice: it lets you hold the Aura as an ambush during declare-attackers, choosing the target after the opponent has committed to a swing rather than telegraphing the answer on your own turn. Note what it leaves alone. Toughness never enters the equation, so the enchanted creature blocks and survives exactly as before; the Aura only strangles offense. That makes it a scalpel for a single job: neutering an attacker, or a commander whose damage output is the whole plan, without ever touching the board's defensive math. Cheap, instant-speed, and scaling with a resource the opponent fills for you over a grind, it is a tempo answer for the blue player who wants to say no to combat without pointing a burn spell at anything.

