Necra Sanctuary
A graduated tax on color-greed: hold a green or white permanent and an opponent loses one life each upkeep; hold one of each and the figure jumps to three. The card gains nothing from the loss, so this is straight bleeding, not a life-swing, and the breakpoint between one and three is the whole design, an explicit reward for committing to both of black's allied-to-each-other enemy colors rather than dipping a single toe across the wedge. It belongs to a stretch of design when whole sets leaned on domain and three-color manabases, before life-loss effects learned to ride a body or a death trigger and stopped charging an off-color splash as the price of entry. The weaknesses are written into the timing and the static check. The enchantment does nothing the turn it resolves, reads the board at the start of your upkeep rather than rewarding any specific play, and advertises to the table exactly which permanent to kill to drop you from the three-life tier back to one. It asks you to bend a manabase in three directions before it pays out, then parks the larger number on a permanent any opponent can identify and dismantle at leisure. As a slow conditional life-drip anchored to colors the central color was historically built to hate, it now reads as a relic of the period when Wizards was testing how far it could push players toward exactly those enemy colors.
