Curse of Oblivion
Graveyard hate that hands the eraser to the wrong player. The mechanism is a per-turn drip: two cards exiled at the enchanted player's upkeep, and the wording is the whole problem, because that player exiles the cards. They choose. An opponent sitting on a reanimation target or a flashback payoff will feed this aura their least relevant fodder turn after turn, keeping the pieces they actually want while the curse chews through chaff. Against any engine that refills its graveyard, the math never closes; two cards out per upkeep loses to a deck that mills, loots, or self-sacrifices its way to a fuller yard faster than the trigger can subtract. The placement compounds it: firing in the cursed player's own upkeep does nothing to interrupt their combo, since the cards leaving are ones they were happy to lose, and the spell that wants the graveyard piece is cast later, on a card the curse never touched. Compare the wholesale answers that scrub a yard at instant speed, or the targeted exile effects that let the caster pick the card to strip; this asks for four mana, asks you to wait a full rotation between triggers, and then lets the target steer the outcome. As a Curse it carries the subtype's grudge flavor, a black enchantment aimed at one seat across the table, but the rate, the upkeep cadence, and the opponent's choice of what to exile add up to a soft answer to a problem that usually demands a hard one.
