Relic Putrescence
Poison was the era's headline mechanic, and most of its enablers came stapled to creatures with infect. This is the oddball: a punisher Aura that turns an opponent's own artifacts against them, racking up poison counters not through combat but through the mundane act of tapping a Sol Ring, a mana rock, a Howling Mine, anything they want to use. The design trick is that it weaponizes routine: the target activity is something the controller does voluntarily, repeatedly, often every turn, which means each use of a key permanent quietly advances a clock toward the ten-poison loss condition. That makes it a hostile enchantment in a way most poison cards are not, since it requires no creature of your own and no attack to accumulate poison; the opponent does the work. The obvious tension is targeting. It can only enchant an artifact, so it lives and dies by whether the table is built on artifacts worth disabling, and it offers nothing against a board that simply leaves the enchanted permanent untapped. Even then, ten taps is a long road, and a single artifact rarely taps fast enough to close the gap before the game resolves elsewhere. It is a sharply conditional answer dressed as a win condition: clever in concept, narrow in practice, and most at home where artifacts are both ubiquitous and indispensable.
