Derelict Attic // Widow's Walk
A single Room enchantment carries two doors with separate mana costs, and you buy the half the board asks for as a sorcery-speed unlock. This one lands on opposite ends of black's toolkit. The Attic side is a Sign in Blood that stays on the battlefield: two cards for two life, only it does not spend itself resolving. The Walk side is an anthem for the lone attacker, handing your solo threat a point of power and deathtouch so it either trades up or dares a defender to block a creature nobody wants to touch. These halves pull in opposite strategic directions. Card advantage is a grind tool; a single-attacker buff wants the game over. You rarely want both on the same turn, and the seven-mana combined value is a decoy, because the split exists precisely so you never pay for the door you do not need. What ties the two together is that both are permanents once unlocked. The Attic draws nothing after it resolves, but the Walk stays live every combat, converting a topdecked evasive body into repeatable removal. The card serves the deck that cannot tell whether it is racing or grinding, and it makes that deck choose one door at a time.
