Undying Rage
The recurring clause does all the heavy lifting here. Pump effects that strap onto a single creature carry a permanent risk: spend the card, watch the creature die, lose the two-for-one. This Aura sidesteps that math by bouncing back to hand whenever the Aura itself is put into a graveyard from the battlefield, so the card cost is only ever rented out, never sold off. That trigger is broader than the obvious case: the Aura returns whether the enchanted creature dies, the Aura gets destroyed directly, or the creature is removed in a way that sends the Aura to the bin. Recast it next turn on a fresh attacker. The "can't block" rider is the price for that durability, and it is an honest one: this is a strictly offensive piece, dead weight on a creature you want holding the ground. It only makes sense glued to something whose whole job is going forward, which doubles as a soft synergy with sacrifice strategies, where a creature you intend to spend anyway is exactly the creature you don't mind being unable to block. The +2/+2 itself is a modest, almost incidental number; the design is not selling a stat line, it is selling a card-advantage engine disguised as an aura. That makes it a slow-but-grinding payoff rather than a tempo play, the kind of self-returning recursion usually associated with white pulled into red and pointed squarely at the attack step.







