Trial of Solidarity
An Overrun effect stapled to an enchantment is an odd object: most team-pump finishers are one-shot instants that vanish into the graveyard, but here the bounce-to-hand is the entire point. The clause returning it whenever a Cartouche enters turns a closing spell into a reusable one, rewarding a deck that commits to a closed loop of cheap auras. That second trigger is the reason it exists in this shape: resolve it, swing for the +2/+1 with vigilance so your attackers stay home as blockers, then pick it up and reload the next time you suit up a creature. The vigilance is the quiet half of the design, letting an alpha strike double as defense rather than a do-or-die commitment, which matters for an aggressive deck that cannot afford to tap out and die to the crackback. The cost of the recursion is the shell itself: outside a Cartouche build there is nothing to bounce it, and it collapses into a single anthem-burst that briefly outclasses the green standard at less mana but never comes back. Read on its rate alone the pump looks modest, but the card is engineered as an aggro engine wearing a combat trick's clothes, a payoff that refuses to stay dead so long as you keep feeding the loop.

