Curse of Chaos
The whole conceit here is bribery, printed and standing rather than negotiated turn by turn. It bolts a Howling Mine-style payoff onto the back of an attack declaration, but pointed at one specific player and triggered only by aggression: whoever swings at the enchanted player gets to rummage a card. Notice who collects, though. The trigger pays the attacking player, never the Curse's controller as a controller, so the only way to bank the value yourself is to be the one sending creatures in. Stick this on an opponent you intend to attack repeatedly and you are paying yourself for combat you wanted anyway, while quietly handing the same offer to everyone else willing to commit. That is the political math the Aura is built around: instead of one-shot deals you renegotiate every turn, the incentive is automatic and pays whoever does the thing you were already hoping the table would do. The filtering it hands out is the gentlest card selection red can offer, a discard-then-draw that nets no cards and only smooths a hand, which keeps it from ever warping a game. It is a slow, low-stakes nudge next to the explosive enchantments red usually gets, and that restraint is the point. Built for the multiplayer table and nowhere else, it functions less as a card you cast to win and more as a bounty pinned to a player's back.
