Righteous Cause
The trigger keys off the act of attacking, not the attacker's controller, and the life always flows one way: to you. That single asymmetry is the engine. In a go-wide plan, every creature you send into the red zone becomes a point of life per combat, inverting the usual deal where aggression spends your life total to close out a game. The mirror works defensively too: when an opponent commits to the swing, their attack feeds your cushion instead of denting it. A wide board turns combat itself into a tax, since anyone trying to race you pays for the privilege with each declared attacker. The five-mana cost and double-white commitment make it a slow piece that contributes nothing to the actual kill; it lives or dies by the size of the board it sits behind. Its design relatives are the incremental-gain shells that stack life into a wall too tall to climb, but the count here keys off declared attacks rather than creatures entering, so it scales with how much combat the whole table is willing to commit. The result is a passive lifegain enchantment that quietly punishes aggression from any direction, an odd description for a card that wants you to attack.





