Fevered Convulsions
A repeatable removal engine in an era that mostly answered creatures with one-shot kill spells, this enchantment trades efficiency for permanence. The math is deliberately unfriendly: four mana per counter makes it a terrible answer to any single threat, slower than just casting a removal spell. What it offers instead is a sink with no ceiling. Untapped lands at the end of an opponent's turn become attrition; a single activation each turn grinds down a board the way no instant could, and because the counters stay on the creature, partial work is never wasted, and enough of them eventually drop a creature's toughness to zero and send it to the graveyard. The design points toward a black grind tool rather than a trade tool: a way to convert a stalled game and a mana surplus into inevitability. The card's problem then is its problem now: two black pips up front plus four mana per use demands a board state and a mana cushion that aggressive decks rarely supply, while control decks usually have cleaner buttons. But the conceptual seed (a permanent that prints removal as long as you keep feeding it) is one black has returned to repeatedly, and this enchantment took an early swing at it.
