Dying Wish
The bargain here is patience for payoff: hang an aura on a creature, wait for it to die, and convert the whole of its power into a life swing pointed wherever you like. The trick is that the drain rides on combat reality, so the strongest play is enchanting something the opponent already wants dead, then letting them oblige. A blocked attacker that trades, a big body run into a sacrifice outlet, a beater that dies clashing with something larger: each one fires the trigger on your terms, turning what looks like an even exchange into a one-sided life drain scaled to the body's size. High-power, low-cost creatures make the math lopsided in a hurry. The cost of that ceiling is the aura's fragility: it does nothing while the creature lives, and any answer that exiles or bounces the host instead of killing it leaves you down a card with no payout. The timing is worth understanding, because it works in your favor: when the enchanted creature dies, the aura goes to the graveyard as a state-based action right away, but the death trigger has already been put on the stack and resolves regardless, so you still get the full drain even though the aura is already gone. That conditionality is what keeps a two-mana effect from drowning a game on its own. It rewards a deck already built to throw creatures into the graveyard, where the death is the plan rather than the misfortune, and reads less as removal insurance than as a damage-doubler stapled to your own attrition.
