Cracked Skull
Two effects that would each stand alone as a black common, welded into one Aura. The enters trigger is a targeted Coercion: you see the hand, you pick a nonland card, it goes to the yard. That value happens once and immediately, so even if the enchanted creature never dies, the discard has already been banked. The second half is the fragile part: enchanted creature dies to any damage at all. Not lethal damage, any damage. A single point from a ping, a chump-block that trades one dealt point back, a fight spell, an incidental burn tick, all of it becomes a kill order. That turns cheap reach into removal and converts every attacker or blocker into a liability the moment it takes a scratch. The design tension is that neither clause depends on the other. Enchant a creature you own to get the hand disruption, accepting that any damage it takes will destroy it; enchant an opponent's threat and the discard is a consolation prize if they never let it eat damage. Auras carry the usual downside of card disadvantage against bounce and blink, but this one front-loads a discard on the way in, so it does not read as a pure two-for-one waiting to happen. It is a disruption spell that leaves a removal condition stapled to the board.
