Curse of Vengeance
Most multiplayer payoffs reward you for being the one who ends the game; this one pays out only when its target dies, no matter whose hand delivers the blow. The mechanism is patient extortion: each spell the enchanted player casts loads another spite counter, and the longer they live, the larger the eventual refund. That timing window is the whole point. You are not betting on killing this player yourself, you are placing a meter on their survival, and you collect the instant they lose, regardless of who pulled the trigger. The political wrinkle runs the opposite direction from most "kill the threat" dynamics: because the life and cards flow to you, every other player at the table now has a reason to leave your target alive rather than hand you a windfall by finishing them off. The Aura quietly buys the cursed player a measure of protection from everyone else even as it taxes their growth for your benefit. The risk is that the counters are stored value with no floor: if the table stalls and your target never loses, the contract never matures and the card does nothing but sit there. It also asks you to pick correctly, since the payoff scales with how busy the target is, the most profitable mark is the one casting the most spells, which is usually the deck least likely to die on a convenient clock. It monetizes an attrition event that would otherwise be someone else's good fortune.

