HYDRA Infiltration
The two-card discard on entry is the loud part, but the recurring drain is where the design shows its hand: it fires only when a single creature attacks unaccompanied. That clause quietly redirects a whole game plan. Most black attrition decks want to gum the board and grind, but this enchantment pays you for the opposite posture, pushing one attacker forward while the rest stay home. Each trigger moves two points of life (the opponent loses one, you gain one), a real four-point swing over a couple of combats, and the condition is specific enough that it rarely just happens by accident; you build toward it, holding blockers back so the lone threat qualifies. It rhymes with an older strain of black enchantments that turned combat into life-drain, but where those rewarded how many creatures connected, this one keys off the attack step itself and demands that exactly one creature declares, inverting the usual go-wide incentive into a go-narrow one. The disruption up front buys tempo while the attack pattern accrues the long game, so the card asks a real deckbuilding question: are you willing to fight with a single sword when the whole tradition tells you to swarm?
