Curse of Opulence
A one-mana enchantment that hands out gold for the crime of not being the target: that inversion is the whole design. Curse of Opulence bolts onto an opponent, but the payoff routes back to you and to anyone who joins the pile-on. Whenever the cursed player is attacked, you mint a Gold token; each opponent attacking gets one too. The card's genius is not the mana (Gold is a one-shot rock, no better than a Lotus Petal in the moment) but the political leverage. It turns an attack you were already going to make into a bribe others can accept, converting a beatdown into a coalition. Aim it at whoever holds the plurality of life or threats, then watch the table redirect its aggression to collect. The Curse subtype ties the design to the punish-the-enchanted-player lineage, but where most Curses grind the victim down over time, this one pays the room to do the grinding for you. Nothing about it is subtle: the reward is immediate, front-loaded, and dispensed in the same step attackers are declared, so the incentive to swing arrives at exactly the moment a player is deciding where to swing. It reads as a value card and plays as a manipulation tool, and the ramp is really just the currency the manipulation is denominated in.






