Angrath's Marauders
Doubling is the oldest power knob in red's vocabulary, and what's notable here is how indiscriminate this one is: not your attackers, not your burn spells, but every source you control, hitting permanents and players alike. That reach is what separates it from the narrower doublers. Combat damage gets doubled, sure, but so does the ping from a creature with a tap-to-damage ability, so does a planeswalker's static burn, so does any noncombat damage a permanent you control throws around. The 4/4 body is incidental scaffolding; the static ability is the entire reason to run it, and the steep mana cost is the toll for an effect that compounds with every other damage source on your side of the table. The design tension is that doubling does nothing in a vacuum and everything once a board exists, which makes this a payoff card masquerading as a beater. It rewards width and rewards pingers, and it turns marginal direct-damage effects into lethal ones by arithmetic alone. Where Furnace of Rath hands the doubling to both players as a symmetrical Forsaken-Wastes-style devil's bargain, this keeps the multiplier strictly one-sided, which is the difference between a chaos enchantment and a finisher. The catch is durability: it's a creature, so it dies to everything a creature dies to, and the moment it leaves the battlefield the math reverts mid-combat.



