Five-Alarm Fire
The math is brutal in a way the card hides behind a clean payoff: five blaze counters for one five-damage shot, and counters arrive one at a time on combat damage, so a single attacker needs to connect five separate times before the enchantment fires once. That gap between the trigger granularity (one counter per creature that lands a hit) and the activation cost (five to spend) is the whole design tension. Go wide and the counters pile up fast: five attackers connecting in a single turn loads it in one swing, and a token-flooding board or a horde of evasive creatures turns it into a repeatable removal-and-reach engine. Build around one big creature and it stalls, because the counter never cares how much damage was dealt, only that some was. The reward scales with creature count, not power, which quietly steers the card toward decks that field a crowd rather than a beater. The any-target clause is what keeps it relevant once the counters are spent: five to the face, five to a blocker, five at a planeswalker, all from a permanent that demands nothing but that your creatures keep getting through. It is a slow-burn engine that asks you to win the combat step first and collects the reward afterward, an enchantment-based payoff for aggression that pays out in burn rather than in cards.

