Insubordination
The design conceit here is coercion through punishment: enchant a blocker, a mana dork, a chump, anything its controller would rather hold back, and the Aura levies a two-damage toll every end step the creature stayed home. It does not force an attack the way a curse that taps or compels would; it makes declining to attack expensive, which is a different and slyer kind of pressure. The opponent keeps full agency over their creature and simply eats the bill, or sends a body they wanted to keep on defense into a bad swing to dodge it. That self-imposed dilemma is what the card runs on: it weaponizes a creature's controller against their own board state, turning their best defensive piece into a recurring liability. It reads as a removal alternative for permanents that are otherwise hard to kill (oversized blockers, regenerators), since the damage accrues regardless of how durable the creature is. The two-mana cost and recurring trigger frame it as slow attrition: the value comes from leaving it stuck for several turns while the toll stacks up. It belongs to black's "your choices, my terms" school of design, the same impulse that runs through edict effects and forced-discard spells, applied here to the combat step rather than the hand or the battlefield.
