Vow of Wildness
The conceit of the multiplayer Aura cycle this belongs to is gift-giving with a redirect built in: hand a creature +3/+3 and trample, then forbid it from swinging at you or your planeswalkers. The buff is real and unconditional; the redirection clause is what makes it a political instrument rather than a pump spell. Put it on your own creature and it is a perfectly serviceable three-mana enchantment that adds three power and trample, with the "can't attack you" rider doing nothing because the creature is already yours. That use exists, and it works fine. But the design clearly wants the other read: you enchant a neighbor's threat, sweetening it enough that the recipient is happy to turn it loose, then steer all that new aggression toward someone else at the table. Trample matters precisely because the upgraded creature cannot come back at you, so you are improving the deal for whoever now controls it. The lineage runs through older "arm an opponent, then point them away" effects, but the Vow framing reshapes that into deal-brokering: a peace offering, a bribe, a way to nudge a developing board toward a rival instead of toward yourself. Its ceiling lives in the social layer of a game with more than two seats, where directing combat is its own form of advantage. Strip that layer away and it collapses back into an honest, unremarkable creature buff.






