Total War
A punishment card that turns the act of attacking into a self-inflicted wound, born from the "war is hell" design impulse of Magic's earliest sets. Because only the active player declares attackers, the trigger fires on that player's combat and taxes their aggression specifically: declare an attack with anything less than your full untapped board and the leftovers die. That forces a brutal binary. Either commit every creature you can to the red zone or hold them all back and don't swing at all. The exemption for creatures the attacker hasn't controlled continuously since the start of the turn carries the whole design: it keeps a freshly cast or freshly stolen creature from being slaughtered for sitting out, and it stops the enchantment from punishing the player who simply played a blocker that turn. The card reads as symmetric but plays as a weapon, and deck construction is why. Build wide with go-wide swarms and you alpha strike around it; build a control shell with few creatures and Walls (which the trigger explicitly spares) and you turn an opponent's measured attacks into massacres. It sits among the Ice Age effects that legislate behavior rather than trade resources, and few of them ask the table to rethink combat as completely as this one does: it does not kill a creature, it makes attacking with a creature lethal to the rest of your army.
