Wanderlust
A curse Aura that punishes the opponent for keeping the creature it sits on, which is the inverse of the curse-on-player template the brand settled into much later with cards like Curse of the Pierced Heart and its kin. The damage is incidental (one a turn, to the controller, not the creature) so the card is doing the work of a slow burn engine glued onto a body that has to survive. The flavor logic is tight: the enchanted creature catches the wandering spirit and drags its owner along on the journey, taking a toll each upkeep. The mechanical logic is much looser. One damage a turn, contingent on the opponent not killing their own creature or bouncing the Aura, never aged into a clock worth paying for. What it represents is more interesting than how it plays: green reaching for a non-combat damage source back when the color was still being assembled out of forest creatures, ramp, and a grab-bag of utility enchantments nobody had a theme for yet, before the pie settled on stompy creatures and mana acceleration as its two pressure valves. The design space (Auras that punish the enchanted creature's controller rather than buffing the creature) resurfaced later in black and red curses, but green never really came back to it.













