Super Strength
The five-mana pump aura has always carried a tax players rarely find worth paying: your enchantment plus a creature invested in the same spot, undone the instant the creature dies with the aura still attached. What separates this one from the long line of green fatty-makers is that it tries to insure the investment. Ward is cheap protection by any measure, but on a two-for-one waiting to happen it does real defensive work: it forces a removal spell to clear a small hurdle before it collects both cards, and against an opponent tapped low at the wrong moment, that hurdle occasionally holds. The trample earns its slot for a parallel reason. A creature that only grows in one dimension can be chump-blocked forever and never becomes a clock; trample lets the excess damage spill past a smaller blocker, though a large enough body still eats the swing whole and can trade with the enchanted creature outright. Green Aura design has spent decades circling this exact problem: how do you make a card that only ever adds power worth the tempo hit of casting it? The answer here is not a new trick so much as a stack of small hedges layered onto the same old chassis: bigger by four, harder to wall off, and slightly more expensive to two-for-one. Each line is a hedge against a different failure the archetype has always suffered.
