Vengeful Strangler // Strangling Grasp
Killing this creature is the trap the design is built around. It comes down as a 2/1 that can't block, so it only ever attacks, priced to swing into open boards and invite a removal spell that the opponent will regret casting. When it dies, it comes back as Strangling Grasp fastened onto a creature or planeswalker the opponent controls, and every one of your upkeeps from then on forces that player to sacrifice a nonland permanent of their choice and lose a life. The card inverts the normal math of the removal exchange: trading a spell for a creature is usually clean profit, but here sending the body to the graveyard hands you a recurring attrition engine sitting on their side of the table. The clean out is to leave the Rogue swinging or to exile it, since the return only triggers on death; anything that removes it without the graveyard step leaves nothing for the Aura to attach to. The back half is softer than a targeted edict (the enchanted player picks what to feed it, so their best permanent can survive), but it grinds where an edict cannot: it fires turn after turn, stripping a card and a life apiece. A brittle attacker on the front, a two-stage attrition machine on the back, and a reminder that in a grinding game the creatures worth fearing are the ones an opponent should never kill.

