Curse of Verbosity
Built entirely for multiplayer politics, this Curse works as a quiet incentive engine rather than a defensive shield. Enchant an opponent and you become a beneficiary of every attack thrown their way: when someone swings at the cursed player, you draw, and the attacker draws too. That last clause is the sly part. It does not just reward you for goading; it pays the aggressor as well, which converts an ordinary attack into a mutually profitable transaction and gives you a genuine bargaining chip. You can point at the enchanted player and truthfully argue that hitting them is card advantage for everyone involved, and the math backs you up. The result is a Curse that manufactures alliances instead of enforcing a penalty, steering combat toward a single target while you draw off wars you never had to start. Its real payload is social leverage, not a stat swing, which places it alongside the multiplayer-chaos Curses whose text only matters once several players are seated. The cost of that leverage is that the draw fires only when someone actually attacks, so the card sits inert until players cooperate; it is a suggestion, not a command, and its power scales exactly with how persuasive you are at the table.




