Vow of Torment
The clever half of this Aura is the clause that points its buff away from you. Handing a creature +2/+2 and menace is generic pump-and-evasion, the kind of effect Auras have offered forever; the "can't attack you or planeswalkers you control" rider turns a selfish enhancement into a bargaining chip. In a multiplayer game, this is an olive branch with teeth: you gift a table-mate a bigger, harder-to-block attacker on the explicit condition that its aggression flows somewhere other than your board. The recipient gets a real upgrade, you buy a temporary non-aggression pact, and everyone else at the table inherits the problem. It also inverts the usual Aura risk-reward math. Normally an Aura's danger is card disadvantage: two-for-one your enchanted creature and you have spent a card for nothing. Here the intended target is often not your own creature at all, so that vulnerability never materializes in its familiar shape. This card sits in the narrow band of enchantments built to be cast on an opponent's board rather than your own. The menace does real work too, since a menace attacker that legally cannot come back at you is a cleaner deterrent than a vanilla threat: it commits blockers elsewhere while leaving your defenses untouched. As an aggressive stat-stick it is unremarkable; as a piece of table diplomacy it does something most pump Auras never attempt.

