Curse of Vitality
The Curse cycle it belongs to plays political games with combat math, but this one is the pacifist of the group: it hands out life instead of punishment. The design trick is who "you" is. The Curse's controller gains life whenever the enchanted player gets attacked, and so does every attacker who joins in, which turns a hostile board state into a shared payday. That inverts the usual incentive of a Curse, which is to make one player miserable enough that the table turns on them. Here the enchanted player is not made a target so much as made profitable to attack, and the controller collects a tax on aggression that was going to happen anyway. It is a table-manipulation piece dressed as an Aura: you cannot force anyone to swing, but you can lower the price of doing so and quietly bankroll yourself off other people's combat decisions. The life gain is passive, unbounded by any per-turn cap, and entirely dependent on politics rather than your own board, which makes it a genuinely different kind of white life-payoff than the incidental-gain enchantments that ask you to attack or block. This is a card that wants a crowded battlefield and a shared enemy, and it pays the whole table to build one.

