Liliana's Contract
Two cards stapled into one enchantment, and the join is the whole pitch. The enters-the-battlefield half is a fair-rate refill: four cards for four life paid straight off your total, a Black draw spell that charges you in life rather than asking you to sacrifice a permanent. The upkeep half is an alternate win condition that asks for something almost no deck assembles incidentally: four Demons, all with different names, alive at the start of your turn. That gap between the two effects is the design's honesty. The card never demands you chase the win; it pays for itself as a draw effect whether the second clause ever resolves, so the Demon-collecting becomes upside rather than a tax. Alternate-win enchantments usually fail because the conditional dangles uselessly until you commit your whole deck to it. This one sidesteps the trap by making the floor genuinely playable on its own terms, which is the right way to price an alternate-win line: the climb to four named Demons stays a deckbuilding puzzle you opt into, not a liability you carry while you draw your cards. Among build-around win conditions, it belongs with the ones that reward tribal commitment without punishing you for falling short, the rare alternate-victory card that earns its slot even when you never spell out the four names.




