Fiery Emancipation
Damage doublers are a familiar red enchantment; this one skips straight to the third digit. Where Dictate of the Twin Gods and Gratuitous Violence multiply by two, this tripling touches every point from every source you control: attackers, burn spells, ping effects, even incidental damage from your own permanents. The arithmetic does the heavy lifting. A three-damage burn spell becomes nine; because multipliers stack, layering it with a doubler turns a single point into six. Its reach beyond combat is the real distinction. It does not care whether the damage comes from a creature or a spell, and it applies to permanents as readily as players, which turns any incidental pinger into a board sweeper and any reach-and-burn plan into a two-card kill. The cost is the honest part: three red pips at six mana is a genuine commitment that arrives after the aggressive turns most red decks want to be taking, and the enchantment does nothing the turn it lands unless you already have damage queued behind it. It is a payoff, not a curve-filler, built for the deck that plans to still be pointing damage somewhere on turn seven and wants each point to hurt three times as much.






