Aura Barbs
Most punisher cards offer a fork: pay the cost or take the damage. This one skips the bargaining and simply bills everyone who leaned on enchantments. The damage looks symmetrical but lands lopsided, scaling with how many enchantments sit on the battlefield and how many Auras pin creatures, so it stings the dedicated enchantment deck and barely registers against a board running none. The order matters: every enchantment burns its own controller first, then each Aura attached to a creature deals two to the creature it sits on. An enchantment pilot eats two per enchantment they control, while their Aura-locked creatures absorb a separate two on top, so a single resolution scatters damage across both the player and their board. Note what it is and is not: the Aura clause is two damage to the enchanted creature, not removal of the Aura and not a guaranteed kill, so a fat creature wearing a Pacifism-style lock shrugs it off while a small one might fall. Instant speed gives it reach, letting you tag a creature mid-combat or chip a player at end of turn rather than waiting on a sorcery window. Against a deck with no enchantments it does nothing; against one built on lockdown Auras and pump effects it reads the opponent's central commitment and charges interest. It is a burn spell whose damage output is written entirely by the opposing deck's own construction.

