The Lord of Pain
Two hate-bear effects welded onto a beatdown body, and both aim in the same direction: away from the person holding the card. The lifegain lock is the passive half, a flat denial that shuts off incidental healing without asking anything of you. The damage clause is the active half, and it is the sharper piece of engineering. It fires on the first spell each turn from any player, and it punishes cost rather than card type: whenever anyone casts their turn's opening spell, whoever controls The Lord of Pain gets to redirect that spell's mana value as damage at another player of their choosing. That last point is the whole hinge. The trigger belongs to its controller, not the caster, so it is a directed weapon rather than a symmetric tax: you point everyone else's opening plays at any other player, ideally whichever is closest to winning, and you keep steering as the table develops. Because the trigger reads mana value, the payload scales with ambition: the more expensive the turn's first spell, the bigger the redirected hit, so a caster can even feed you a fat opening to blast a mutual opponent. Menace on a 5/5 keeps a real clock ticking behind all of this. It is a punisher built for a multiplayer axis: more spellcasters means the first-spell trigger recurs more often, and the lifegain shutdown bites hardest against the drain-and-stabilize decks that most want to buy time.
