This could make for an easy win, especially for an aggressive mono-red deck, which can afford to include a couple of 4-mana creatures
In the Archer's Charge/Aim skillset, it's not really useful in general but about any of the charge levels beyond +5 are squarely this, and going beyond +3 is pushing it, as they simply take too long to charge up and the enemy will easily be able to move out of the way before it goes off unless you immobilized the enemy beforehand
A decade-long Pokmon TCG collector, he recently shifted into sports cards to collect Lakers, Dodgers and Chargers players with growing PCs of Shohei Ohtani and Justin Herbert.
By rewarding you and punishing your opponents for normal game actions, she shifts the game in your favor, regardless of what you include in the rest of the deck
Not to mention that enchantments are generally fairly difficult to remove from the battlefield, so its going to be somewhat protected once you get it to level 3
If you do, the ability won't trigger