Energy Storm
Two clauses, neither aimed at any particular opponent, both firing on the whole table at once: damage from instants and sorceries is prevented outright (a burn spell still resolves but lands for zero), and every flier in play stops untapping. Both effects read symmetrically, which is what lets such broad protection cost only . The escalating tax is the lever that holds it short of a permanent wall; you decide each upkeep how many more turns of immunity are worth paying for, and the lock dissolves on a clock you set yourself. That timer is what earns the rate: a static version of this text would be oppressive, so the design buys its asymmetric payoff with a self-imposed countdown, trusting the controller to have built around the freeze while the opponent has not. The prevention reads broader than it plays. It catches damage specifically, and only from instants and sorceries, so a counterspell, a Disenchant, or a destroy effect resolves untouched, while combat and ability-based damage pass through freely. This belongs to a school of early white enchantment design that manufactured lopsided outcomes from even-handed rules text plus an upkeep tax. It does almost nothing in the abstract and rewrites a matchup entirely in the narrow window where its two clauses happen to neuter exactly what the table was trying to do.


