Ward of Piety
Damage redirection sounds like a defensive trick, but the activated cost here turns a fragile aura into a slow drain that points outward. For per activation, you reroute one point of incoming damage from the enchanted creature to any target: a chip of reach, a way to ping down an X/1, or a method to redistribute combat math by sending a blocker's would-be damage elsewhere. The structure is deliberately granular: one damage at a time, payable as many times as you have mana, with each activation requiring its own target choice. That repeatability is what separates it from a one-shot prevention shield; you are not protecting a creature so much as installing a faucet that bleeds value across a long board stall. The two-mana toll per point is what pays for the open-ended target line: it keeps the aura from laundering a single large attacker's damage into a kill, since redirecting any meaningful chunk demands real mana invested point by point. It reads as a creature-protection card and functions as one in a pinch, but the better way to understand it is as a mana-hungry redirection engine bolted to a body, the kind of grindy white control piece that rewards the player already ahead on mana and looking for incremental ways to convert a stalled board into a clock.
