Curse of Echoes
Most curses punish the enchanted player; this one weaponizes them, turning their entire spell library into a communal resource for everyone else at the table. The design gambit is that copying is not theft: the original spell still resolves for its owner, but every opponent gets a free duplicate with fresh targeting, which means a single Counterspell becomes a chorus, a Demonic Tutor hands every other player a card, and a board wipe gets copied as many times as there are other seats. The tension sits in who actually benefits. Hang it on a control player and you flood the table with copied removal and card advantage that no longer flows to them alone. Hang it on a combo deck and their tutor or ritual becomes everyone's tutor or ritual. The Aura does nothing until the enchanted player chooses to cast, so it rewards reading the politics of a multiplayer pod: whose spells are worth multiplying, and who you trust to point the copies away from you. It is fundamentally a group-dynamics piece rather than a tempo play, a five-mana bet that the enchanted player's best instants and sorceries will hurt them more than they help once the rest of the table gets to fire them too.

