Lynde, Cheerful Tormentor
Curses had always been a punchline mechanic: a cluster of enchantments that stapled minor punishments to a single opponent and mostly sat unplayed, because attaching a permanent to one player commits you to caring about that player for the rest of the game. This design solves both problems that kept them off tables. The first ability makes Curses resilient rather than fragile: whenever one of your Curses hits the graveyard from the battlefield, it comes back attached to you, so destruction and sacrifice no longer end the investment. Note the exact wording, though: exile and bounce slip past this recursion, because the trigger only fires on a Curse being put into your graveyard from the battlefield. The second ability then converts that stockpile into a draw engine: each upkeep you may launder one Curse from yourself onto an opponent and draw two, which means the same enchantment can bounce back and forth, redeployed as a fresh two-card dividend turn after turn. That loop is the whole reason the archetype exists; before this, Curses had no leader willing to reward you for owning a pile of them. The 2/4 body with deathtouch is almost incidental, though the toughness matters more than the power: it makes the card a genuinely awkward attack to answer while the engine assembles behind it. The lineage here is less about any single predecessor and more about a neglected enchantment subtype finally getting a leader whose text is built to farm it.

