Consuming Ferocity
A power-buff aura with a fuse on it. The deal here is older than mana-value math: pay a discount, get a creature that grows every turn, and accept that the growth is on a countdown. By the third upkeep the enchanted creature has three +1/+0 counters, and the same engine that pumped it now turns it into a self-immolating weapon, dealing damage equal to its power to whoever controls it before destroying it with no regeneration. That escalation is what pays for the cheap rate: the +1/+0 is real and recurring, but the counters are a clock you cannot pause, and there are only three upkeeps to spend the body before the body spends itself. The detail the text quietly invites is that the damage and destruction land on the enchanted creature's controller, not necessarily the caster, so the card splits along whose creature it sits on. Hung on your own body, it is a buff you ride and discard, sacrificing or swinging into a profitable trade before the third counter lands. Hung on an opponent's board, it is a wager: a pump that hands them three good turns and then collapses on them. Read straight, it is a beater that beats its owner. Read as a sequencing puzzle, it is a clock you point at a body and decide whose it is. The self-immolation clause is the part players forget, and it is the part that decides whether this is your weapon or your problem.
