Curse of the Forsaken
A Curse that draws fire instead of deflecting it. Most multiplayer Aura Curses from this design school hand the table a tangible bonus for attacking the enchanted player: extra damage dealt, a token granted, some incremental punishment that makes the cursed player a softer target. This one keeps that political grammar but pays in life, awarding one life to the controller of every creature that swings at the enchanted player. The structural quirk is that the bribe goes to the attacker, not to whoever cast the Aura, so the only way the caster turns a profit is to enchant a player and then beat on them personally: a self-fed lifegain trigger wearing a Curse's type line. As a political lever it is genuinely faint, since one life per attacking creature almost never changes who a focused player actually wants to kill, but the incentive it does create points squarely at the enchanted player, mildly encouraging the table to pile onto them rather than steer away. It lands in the awkward register of behavior-engineering Auras that try to nudge a multiplayer board with tiny bribes: too small to redirect anyone with a plan, too narrow to function as reliable lifegain. Its cleanest home is a lifegain-matters shell where the trigger itself is the payoff and the political flavor is incidental, which is a long way from what the word Curse promises on the type line.

