Case of the Burning Masks
A removal spell that pays you back for playing the way red already wants to play. The three damage on entry is the front half of a bargain: it not only kills a creature but counts toward the condition that unlocks the reward, since the enchantment is itself one of the sources that dealt damage this turn. Land two more damaging sources on the board, which for an aggressive draw is barely a demand, and the Case solves on its own by end step. From there it cashes out once: sacrifice it to dig three deep and play one of them. That structure is the whole point of the Case cycle: an enters trigger that stands alone, a passive condition that tracks the game you were going to play anyway, and a solved reward gated behind it. What sits cleanly in red here is the alignment between the trigger and the requirement. Most conditional card selection in the color asks you to swing wide or empty your hand; this asks only that you keep dealing damage from several angles, then hands you a fresh card in a color that historically struggles to refuel. Note the sources language rather than instances: a lone double-striker will not carry the count on its own, so the Case rewards a board that attacks in width, not a single creature hitting twice. The tension it resolves is red's oldest structural weakness, and it does so without ever asking you to stop attacking.
