Creeping Bloodsucker
The passive, no-strings-attached version of the drain-your-opponents-out plan: no activated ability to feed, no sacrifice loop to assemble, just a Vampire that pings each opponent for a point and refunds the same in life every upkeep. The lineage runs through cards like Gray Merchant of Asphodel and Sanguine Bond on the payoff end, but this sits at the humble start of it, the recurring, incremental version that wins slowly and gains life slowly rather than in one burst. The design tension is that the effect scales entirely with the number of opponents, which quietly sorts it into a multiplayer role. Hitting each opponent means the clock and the lifegain both multiply at a crowded table while staying almost negligible one-on-one. A 1/2 that does one damage a turn is deliberately unthreatening; it is not asking to attack, it is asking to be left alone, and a body that harmless usually earns exactly that. The appeal is a low-commitment inevitability engine: play it early, forget about it, and let the upkeep triggers accumulate while your heavier threats do the closing work. This is a drain effect that profits from being ignored, and against opponents who correctly read it as a non-priority, that indifference is the whole point.

