Sticky Fingers
Aura beatdown carries an old fragility at the cheap end: glue an enchantment onto a one-toughness attacker and a well-timed answer erases both pieces at once, leaving the aggressor down a card while the defender spent one. The death clause here dissolves that penalty. When the host dies you draw, so the exchange refills your hand instead of taxing it, and if you already connected once or twice the trade tilts your way. That refund is what makes committing this to a dies-to-everything one-drop defensible; without it, a color-fixing evasion Aura on a flimsy body would just hand the opponent a free trade. From that floor the payoffs stack. Menace shoves the creature past a clogged board, and a hit to the face mints a Treasure (one per combat-damage event, so what matters is whether the attack lands, not how hard it hits), ramping toward heavier spells and smoothing a splash along the way. It behaves as a sustained aggressive engine: it wants a creature that keeps attacking, generating a Treasure each turn it lands, and feeds that mana into whatever the shell is built around. The design's whole logic is that no outcome leaves you empty-handed: a connection mints a resource, a death draws one back. Promising both on a single red pip, against a host that is otherwise begging to be two-for-oned, is the sort of insurance auras almost never get.



