Curse of Surveillance
Curses live and die by the social contract, and this one is engineered to bend it. The trigger doesn't punish the enchanted player directly; it hands other players cards, scaling with how many Curses are stacked on the target. That turns a symmetrical-looking enchantment into a political lever: the enchanted player becomes a shared card faucet, and the "any number of target players other than that player" clause is what makes it flexible. Enchant an opponent and you are a legal target yourself, so the draws can flow straight into your own hand: a five-mana upkeep-charged draw engine pointed at whichever player you dropped the Curse on. This holds even one-on-one, where enchanting your opponent leaves you as the only other player to feed, so the card is a personal draw engine as readily as a table-wide one. Widen the beam and it becomes something else again: feed an ally you're brokering a deal with, or the whole table in a wheel-and-mill or punisher-tax shell where drawing is the trap. Stacking a second or third Curse multiplies the upkeep draw, so the card rewards a dedicated Curse shell over a one-off slot. The Curse subtype has long been the home for this kind of table-facing enchantment, and this one leans hardest into the give-to-take axis: an effect that draws for other people is only ever as generous as who's aiming it.





