Fires of Mount Doom
The entry damage is the least interesting thing here, and the design knows it: two damage that also strips every Equipment off the target is a targeted answer to suit-up strategies, a rider that only occasionally lines up but costs nothing to include on a card built around its other half. What the enchantment is actually about is the sticky impulse engine on the back. Paying to exile the top card and play it this turn is card advantage in the same abstract mold as the impulse-draw enchantments before it, and the reward for actually playing what you dig up is a Sulfuric Vortex-style symmetric drain: two to each player, yourself included. There is the constraint doing the balancing. The engine wants to be run repeatedly, but every card you convert into a play tightens the clock on your own life total as much as your opponent's, so the design quietly favors the aggressive seat, where the race math already leans your way. The result is a permanent that generates advantage over time but carries a self-damage tax turning it from a grindy value piece into a burn-adjacent finisher. The two halves rarely both matter in the same game, and that is the bargain: an enters-the-battlefield answer stapled to a mana sink that reads less like card draw and more like a slow, symmetric fuse, one an opponent can defuse only by dealing with the enchantment itself.

