Tattoo Ward
Two effects share one slot here, and they pull in opposite directions. The static line keeps the enchanted creature safe from opposing Auras and removal enchantments while quietly noting the obvious self-reference exception, so a Pacifism or Faith's Fetters bounces off without also peeling away the buff you paid for. Then the sacrifice clause turns the whole package into delayed enchantment removal at the cost of the protection it was providing. That is the tension that defines it: the Aura insulates a creature from enchantment-based answers, but its own destroy ability asks you to give that protection back the moment you need to clear something on the other side of the board. Most protective Auras of this era simply made a creature harder to kill; this one folds offense and defense into a single card, hedging against the enchantment-heavy answers that were everywhere in its time while holding a removal spell in reserve. The +1/+1 is almost incidental, a small sweetener so the card is not pure insurance. What it really represents is a designer trying to make a narrow hate effect (enchantment removal) viable by attaching it to a body-buff you would run anyway, betting that flexibility justifies the card-disadvantage that comes with stapling your removal to a creature you might lose.
