Gremlin Infestation
An Aura that doesn't answer the artifact it enchants but bets on its eventual death. The end-step ping is a slow, unreliable clock: two life per turn off a single artifact rarely closes a game on its own, and against a static artifact the opponent is content to leave parked, this does little but tick away in the background. The second clause is where the design's logic lives. The Gremlin only arrives when the enchanted artifact reaches a graveyard, so the reward is reserved for permanents already destined to die: a creature artifact that will trade in combat, or something a sacrifice effect is going to feed. The trap is enchanting anything the opponent can sacrifice freely. Aim it at a Treasure or a Clue and they simply crack it in response to the Aura on the stack; the Aura loses its target, never resolves, and the token trigger never fires. Note too that the trigger reads narrowly: the artifact itself must go to the graveyard, so pointing this at an Equipment and then killing its carrier does nothing, because the Equipment merely comes unattached and stays on the battlefield. So the payoff rewards reading the board rather than forcing an outcome: you don't control when the artifact dies, only whether you've pointed the Aura at something the game's pressures will kill anyway. When the bet pays off, a stranded enchantment converts into a 2/2 that keeps applying pressure long after its original target is gone.
