Descent into Avernus
A doomsday clock that only the pilot winds, but the whole table hears ticking. Each of your upkeeps adds two counters, and that running total is simultaneously how much Treasure every player mints and how much damage every player eats. The symmetry is the tension: it is group ramp wearing the mask of a group slug, and the two halves escalate in lockstep, so the turn it pays out the most is the turn it burns the most. The Treasure is genuinely communal, distributed to everyone, but only the controller advances the counters, and only the controller had the first window to build a plan that spends the payout into a kill before the burn resolves again. That is the design's real question: not whether the wealth is worth the damage, but who is positioned to convert first. Because the burn hits each player rather than a chosen target, there is no politicking out of it once the counters are down; the escalation is inevitable and untargetable, and the only lever left is speed of conversion. The card asks for a deck already built to dump mana fast or close on burst damage, and it punishes the opponent who treats free Treasure as a gift with no invoice attached.



