Death Watch
Stick this on an opposing creature and nothing about the board changes: the threat keeps attacking, keeps blocking, keeps doing its job, and the payoff only arrives when that creature dies on someone else's schedule, not yours. That delay is the whole problem. Auras already carry the structural risk of card disadvantage (one removal spell or one bounce nets the opponent a two-for-one), and this piles a conditional, deferred trigger on top of that risk without ever pressuring the board itself. The life swing is real when it lands, scaling off the creature's power and toughness, but it asks you to commit a slot and wait for an event you do not control to happen to a body you do not own. Read the trigger carefully and the friction sharpens: the enchanted creature's controller loses life, you gain it, so the only configuration that drains an opponent is one where the opponent controls the creature, which is exactly the body you have no way to kill on demand. Enchant your own attacker and feed it to a sacrifice outlet and you are the one paying the power as life. As a snapshot of mid-1990s aura design it is instructive: the era kept printing enchantments that wanted to be removal but only narrated removal's consequences, leaving the actual killing to the player.
