Curse of Hospitality
Most Curses point their effect inward: they tax, ping, or punish the enchanted player for existing. This one turns them into a bounty. Every creature attacking the enchanted player gets trample, and any creature that connects exiles the top card of their library, where the attacker's controller can play it that turn, spending mana as though it were any color. The Aura points outward, weaponizing one player against a whole table rather than nagging them alone: the grant and the trigger apply to any attacker who gets through, not just the enchanter's board, so the incentive scales with a crowd all beating on the same head. Two clauses keep the windfall from spiraling. The any-color allowance only covers casting the exiled card; you still pay the cost out of your own untapped pool, so the free spell is only as free as your open mana. And the window slams shut at end of turn whether you play it or not, tying the payoff to a swing that already landed rather than banking value across turns. The trample grant is what makes the whole thing fire: it drags damage past chump blockers so the connection actually happens, converting a stalled board into a shared reason to keep attacking one target. It reads less like a hex and more like a price on someone's head, a more collaborative axis than red usually gets in the enchantment slot.




