Firebender Ascension
The design problem here is turning attack triggers into a resource you accumulate rather than spend. Most triggered-ability payoffs fire once and reset; this one keeps a running tally, banking a quest counter every time an attacking creature you control sets off its own trigger. The threshold is the whole gambit: four counters, and the enchantment starts doubling those triggers, letting you rechoose targets on the copy. Until then it is a slow enchantment that hands you a 2/2 token and asks you to build an attack step that pings, drains, prods, or scries on its own. The firebending token it makes matters more than its body suggests, because a creature with firebending contributes its own attack trigger to the count once it can swing, so the enchantment plants the first piece of its own engine even if the token has to wait a turn to add to the tally. What sharpens the payoff is the target-choice clause on the copy: an attack trigger aimed at one blocker or planeswalker gets a second instance you can redirect, so a board of trigger-laden attackers snowballs from incremental value into lethal reach. The counting runs one direction only: counters never leave, so every combat inches you closer, and a curve stacked with attack-triggered bodies reaches four faster than the rate implies. It rewards a specific kind of attacking board rather than any wide one, and the four-counter wall is the tax you pay before the doubling turns on.


