Tilonalli's Crown
The damage clause is a deliberate red twist on a design red rarely gets: the aura burns the creature it lands on. That points the card in one of two directions, and both are intentional. Enchant an opponent's creature and the point of damage becomes a soft removal accelerant, chipping toward a kill while the +3/+0 and trample turn into a Falter-style gift you would rather not hand across the table (playable only when you have your own way to finish the job before combat). Enchant your own creature and the damage is a self-inflicted cost, which is exactly the point in a set built around Enrage: a free trigger you pay for in one of your own creature's toughness. Trample is the honest half of the buff. A +3/+0 with nowhere to go strands its bonus on the first chump blocker, so the keyword guarantees the attacker converts the extra power into face damage rather than leaving it on a 1/1. The catch is the one every buff aura of this shape carries: you spend a card to improve a creature, and a single removal spell trades down against your two, undoing the investment for less mana than it cost. What separates this from a plain pump aura is that the enter trigger does something the moment it resolves, before the +3/+0 ever matters, and the archetype it was built for wanted precisely that self-damage.
