Curse of Disturbance
This is a Curse built for the multiplayer table, and its whole payoff logic assumes a battlefield with more than two players. The Aura sits on a rival, then turns that rival into a target everyone benefits from attacking: whenever the enchanted player is swung at, a 2/2 Zombie appears, and crucially each attacking opponent gets one too. That last clause is the design pivot. A single Curse becomes a shared bounty, a communal incentive that quietly organizes the rest of the table into ganging up on the cursed player, and the caster is just one of the beneficiaries. The card is doing political work more than combat work: it does not make anyone attack, it simply makes attacking a chosen victim pay, which is often enough to bend the flow of a game. In a duel it collapses to a mostly inert Aura that hands you a single Zombie only when you attack the cursed opponent, which is why the effect reads as underwhelming to anyone evaluating it head-to-head. Read at the table it was built for, it belongs to the tradition of Zombie-token generators that reward black go-wide strategies, but the tribal payoff is almost incidental to its real function: manufacturing a temporary alliance without ever asking for one. The Zombies are the currency; the coordination they buy is the actual card.



