Ill-Gotten Inheritance
Set it down, forget it, and let the upkeep do the counting: a life a turn off each opponent, a life a turn back to you, forever, until you decide the drip is too slow and cash it in. The two halves cover the two failure states of a slow inevitability card. Left alone, the upkeep trigger closes multiplayer games and pressures one-on-one races without asking for further investment. If the incremental math stops mattering (you need to end things now, or the board has stalled and you want your last card to do something), the sacrifice mode converts it into a four-point lump sum. The burst only strikes a single opponent, and its cost sits well above the four you spent to deploy the enchantment, so it works as a release valve rather than a reliable finisher: the drip is the plan. What distinguishes this from an ordinary pinger is that the reach hits players and only players, sidestepping the usual life-drain tension of choosing between clearing the board and closing the game. It does one job, forever, until you stop letting it. As a mono-black attrition piece it belongs to the long lineage of set-and-forget drain enchantments that ask nothing but time, rewarding the kind of grindy black shell that would rather win by a thousand upkeeps than by attacking.



