Curse of Inertia
Part of a cycle of player-enchanting Auras that turn the cursed opponent into a bounty board: anyone who attacks them collects a small kickback. The other Curses in the set hand out their reward to a fixed beneficiary, but this one is built to be neutral on two axes at once. The payoff is symmetrical (tap or untap), and it goes to whoever happens to be swinging, including the curse's own controller if they choose to attack. That doubled neutrality is the design's whole problem. Untapping a mana rock or a blocker you want available on the crackback is a real reward; tapping a blocker out of a combat math you don't even participate in is a real reward; but both are contingent on a creature already attacking, so the curse never initiates anything. It only sweetens a swing someone was already inclined to make. The political teeth are real but blunt: drop it on the archenemy and the table now has a recurring, marginal reason to keep pointing creatures their way. The trouble is that "recurring and marginal" describes the entire ceiling. There is no escalation with the number of attackers, no scaling, no way to convert the soft incentive into a board state that matters. It reads as a designer mapping the outer edge of multiplayer-only enchantment, where the value is meant to live in social pressure rather than the battlefield, and discovering the edge was thinner than the premise suggested.

