Aether Revolt
Two payoffs bolted into one enchantment, and the way they feed each other is the whole design conversation. The revolt clause is a static damage-amplifier keyed to a permanent leaving your side of the board that turn, quietly turning fetchlands, sacrifice fodder, and Treasure tokens into a two-point kicker on every noncombat damage source you control. The second ability is a repeatable engine that fires whenever you get energy, dealing that much damage to any target: a direct-damage faucet that scales with how aggressively your deck banks counters. The crucial thing is that these halves are not independent. When revolt is live, the energy trigger is itself a noncombat damage source you control, so its damage gets the plus-two on top whenever it's aimed at an opponent or a permanent an opponent controls. A single point of energy that would ping an opponent for one instead lands for three the moment something has left your battlefield; a larger energy dump scales that much harder. The card cohesion comes from a shared deckbuilding instinct: it wants a shell already generating incidental permanent-loss and already banking energy, and it pays you extra for doing both in the same turn. The revolt clause doesn't care what left or why, only that something did, which keeps the amplifier live across a wide range of sacrifice, fetch, and token-consuming builds. The ceiling belongs to the shell that can honestly claim both engines at once, because that shell gets to point the enchantment's own faucet through its own amplifier.


