Tempered in Solitude
The trigger fires on the attack, not on damage, and it only fires when one creature swings by itself: that pair of restrictions is where the whole design lives. Most impulse-draw effects want you to flood the board and connect; this one pays out for the opposite instinct, holding the team back and committing to a single threat. It rewards the exact turns where one evasive attacker is the entire plan, and it punishes the reflex to alpha-strike, so a mono-red deck built around it has to relearn its own combat step. What comes back is velocity rather than raw advantage: exile off the top, play it before end of turn or lose it, again and again as the pattern repeats. That is the thing aggressive red historically cannot buy, a way to refuel without pausing to draw, and it arrives stapled to an attack the deck was making anyway. Because the payout keys off declaring the lone attacker, a chump block or a full mitigation of the damage does not stop it, which makes the engine harder to answer than combat-damage triggers that die to a single blocker. The honest friction is that the go-wide aggressive shell most starved for cards is asked to swing with exactly one creature to get fed. Deciding when a solitary poke is worth more than the full assault is the recurring puzzle this enchantment sets, turn after turn.
