Curse of Predation
An aura that lands on a player, not a permanent, and hands out rewards to whoever declares an attack on that seat, regardless of who cast the curse. That inversion is the whole design: you are not buffing your own board, you are painting a target on someone and offering the table an incentive to swing that way. Slap it on the player with the fattest life total or the fewest blockers, and every creature that turns toward that seat, yours and everyone else's alike, walks away permanently bigger. The counters stick even after the enchantment is gone, and the trigger only asks that the attack be declared: a creature that gets chump-blocked into oblivion still keeps its +1/+1 counter. This is aggression-redirection rather than raw advantage generation, a kingmaker's instrument dressed as a growth engine. The tension baked in is that the buff is symmetrical: your attackers grow no faster than your rivals', so the value comes from steering combat, not from owning it. Strip the table down to a single opponent and the politics collapse, leaving a slow, honest self-buff that any creature enchantment would beat. The card is built for a crowded board, where its real function is not to make creatures larger but to decide which player the table decides to fear.



