Seizures
A taxation Aura built around the one action almost every creature exists to take: tapping. The design is a Pavlovian trap. Attack with a non-vigilant body, crank a mana dork, pay a tap-cost on an activated ability: each of those routine motions now poses a question, fork over three mana or eat three damage. The clever part is who absorbs the hit. It is not the creature that takes the burn but its controller, so this never kills the enchanted body; it bleeds the player for the privilege of using their own permanent. That distinction is what separates Seizures from removal. It becomes a pure resource drain, one that compounds every time the opponent does something they were going to do anyway. The payment is the safety valve that prevents a hard lock: not a chokehold, just a recurring tax that forces a player to overpay on mana or accept a clock they are setting on themselves. Aimed at a mana creature or a key attacker, it punishes the most reflexive plays in the game. Most punisher cards from this era let the opponent pick the lesser evil and quietly fizzle; this one earns its keep because tapping is rarely optional, and the bill comes due again every turn the Aura stays attached.
