Dogged Pursuit
Four mana for a two-life swing per turn is a rate the game left behind years ago, and the reason it survives at all is the automation, not the numbers. This is a drain that never asks for a card, a sacrifice, or a decision: once it resolves, the swing happens at the beginning of each of your end steps whether you cast another spell or not. That puts it in the passive-clock category alongside older enchantments that grind an opponent's life total down while the pilot does something else, the design that trades speed for the total absence of upkeep cost. The lifegain half matters more than the number suggests, because it turns the card from a slow reach into a slow stabilizer: against an aggressive board it buys back a point a turn while chipping in the other direction, quietly widening a race the enchantment player is not otherwise contesting. What holds it back is also what makes it dependable. There is no way to scale it, no additional mode, no per-opponent multiplier written into the text beyond hitting each opponent once, so its ceiling is fixed the moment it lands. It is a static, unglamorous engine built for decks that intend to win late and want the drain running on its own while they assemble the actual plan.
