Dragonrage
A spell that pays for itself with the same swarm it scales off: each attacker adds a red, and each attacker walks away able to spend that red on a point of power. With four creatures in the red zone, three mana buys back four, netting a floating red while leaving a board where every one of them turns a mana into a swing of the axe. The self-referential loop is the whole design: the attackers fund the firebreathing that lives on the attackers. Where it gets restrictive is the accounting clock. Mana empties at the end of each step, so red minted during combat has to be burned inside that same combat step, never banked, and the firebreathing only attaches to creatures already attacking. That makes it useless on a stalled board and best held until blockers are declared, when a wide attack has punched through and the surviving bodies can each convert their share of red into lethal. It reads as a combat trick and functions as a finisher: a conversion engine that turns a pile of small creatures into one lethal turn rather than a tempo swing on a single threat. The lineage is go-wide red payoffs that demand you commit the board first, nearer in spirit to an alpha-strike overrun than to a one-creature pump. The mana never survives the step that made it, which is exactly why the card is all-or-nothing.
