Steelclad Spirit
A 3/3 for two mana with defender is a body priced for combat that has been forbidden from it, and the trigger here is the parole clause: land an enchantment on the battlefield and the wall stands up to swing. That conditional attacker is a rare shape for an aura-and-enchantment deck to be handed. Most defenders in that space stay defenders, valued as speed bumps or reservoir stats for pillow-fort payoffs; this one turns each enchantment entering under your control into a green light, letting a defensive board convert to a 3/3 clock on demand without ever dropping its guard on the turns you have nothing to deploy. Because the condition is an enchantment entering rather than a spell being cast, the trigger also fires off enchantment tokens and off flickered or reanimated enchantments, not just fresh hardcasts: any way you manufacture a permanent on the board counts. What holds the whole thing together is a specific tension: the reward for committing to enchantments is not more permanents but a swing in board posture, blocker to beater and back, gated behind the same cards you were already playing. It scales with density rather than any single trick, so the enabler is the whole enchantment count instead of one loud combo piece. That makes it a quiet incentive, the sort that rewards a plan you were building anyway and asks nothing of your mana or hand beyond the enchantments already in the deck.

