Soul Channeling
Regeneration stapled to a creature was an idea Wizards revisited often in the late nineties, and this is the version that demands the steepest toll: a card and three mana committed up front for a repeatable shield that bleeds you two life every time you raise it. The math rarely justifies the slot. An Aura whose only payoff is a death-prevention button invites the classic two-for-one, since killing the creature in response (or simply exiling it to bypass regeneration entirely) leaves the enchantment dead with it. Worse, the life payment compounds against you precisely in the grinding fights where you most want a body to survive: every shield raised brings you closer to losing the game some other way. Set it against the era's standalone regeneration spells and the structural flaw is plain. Those answered a removal spell at instant speed and walked away clean; this one stakes a permanent card on the gamble that the threat lives long enough to repay the outlay. The intent seems clear enough: turn regeneration from a reactive trick into a build-around shell wrapped around one irreplaceable attacker you mean to swing with turn after turn. The trouble is that black already had cheaper, more flexible ways to keep a creature standing, and a permanent-card cost on a conditional ability never cleared that bar.
