Nurgle's Rot
Most creature-enchanting removal in black wants the creature dead now: an aura that shrinks it, weakens it, or bleeds it out on the caster's own terms. This one inverts the timing. It attaches for a single black mana and then sits inert until the enchanted creature dies by any means, at which point it returns to hand and leaves behind a 1/3 Demon. That patience is the whole design. You are not paying to kill anything; you are pre-registering a reward for a death that will probably happen anyway, whether from combat, a board wipe, or an opponent's own sacrifice outlet. The recursion clause turns it into a reusable annotation on the battlefield: enchant, wait, collect a body, replay it on the next likely casualty. It compounds in exactly the attrition-heavy, blocker-trading environments where creatures die constantly and a single mana of setup pays off across a long game. The flavor tracks the mechanics precisely: Nurgle's plague spreads by proliferation, and the card literally converts each death into another plague-bearer, a slow demographic takeover rather than a clean kill. It is a value engine wearing an aura's costume, priced so low that the only real expense is the tempo of committing a card to a creature you do not control and cannot immediately remove.

