Season of the Witch
A coercion engine built on punishment rather than reward. The end-step clause turns every creature on the battlefield into a forced attacker: anything untapped that sat home dies, your blockers and your opponent's alike, with the only exemptions being creatures that physically couldn't attack (summoning-sick bodies, or those held back by an actual game rule rather than choice). The design intent is a board-clearing referee that whips the whole table into combat each turn, and it taxes you for the privilege, draining two life every upkeep or sacrificing itself. That double-edged cost is what keeps an effect this sweeping from being free: you can't simply leave it running as ambient symmetry, you have to want the chaos badly enough to bleed for it. The early-set design vocabulary here is pure aggression-forcing, an idea that shows up only rarely because it punishes the controller as much as the opponent, and it sits in a small lineage of cards that legislate combat by destroying the cowardly. Where most board wipes ask you to spend mana once and reset the table, this one asks you to keep paying, every turn, to keep a permanent verdict hanging over anyone who tries to hold the line. The flavor reads exactly as the rules do: a witch's curse compelling everyone to march or die, with the caster paying in blood to keep the spell awake.
