Archnemesis
An Aura that enchants an opponent is already an inversion of the type's grammar: most Auras improve what they touch, and this one exists to punish it. The interesting part is the redirection clause. Ordinarily a punisher Aura tethered to one player is a static tax you route your own attacks toward, but here the card refuses to stay put. Whenever a player swings at you, you may peel it off its current host and staple it onto the attacker, so the threat migrates around the table toward whoever last showed aggression. That turns a one-directional drain (attack the enchanted player, they lose life, you draw and gain) into a moving deterrent: the moment someone commits to attacking you, they inherit the tax and become your preferred combat target. The reattachment is optional and triggers on the attack declaration, so you choose whether the incoming aggressor is worth relocating to, or whether the current victim is a better long-term source of cards and life. It rewards a controller who wants to be attacked as rarely as possible while still being the one drawing off combat: every swing against you is a lever to redirect the pain, and every swing you make against the enchanted player is card advantage stapled to a life swing. The politics do the heavy lifting here, because the option to hand your penalty to whoever threatens you is worth more than the raw two-life-per-attack rate suggests.

