Furious Rise
Red has spent most of its history being handed card advantage in bursts that punish you for holding it, so a repeatable engine is a genuine rarity for the color: meet the threshold and it keeps feeding you turn after turn. The threshold is where the design lives. Power 4 or greater is high enough that a wide board of small creatures does not qualify; the enchantment wants a real beater, the kind of top-end threat red aggro was already trying to land and protect. So the card advantage arrives exactly when the board is already ahead, the classic tension of red's payoff enchantments: they reward the deck that is winning and offer little to the deck that is behind. The impulse framing is what stops it short of an outright draw engine. The exiled card is not on a one-turn clock; you may play it until the enchantment exiles another. If you fall below the power requirement on a later turn (your beater died, you got chumped down to nothing), nothing new gets exiled and last turn's card sits there waiting, still playable. That conditional replacement quietly hedges against flooding out of gas: the engine stalls rather than burning your cards face-down and gone. What it asks for is a deck built around a heavy hitter with a curve low enough to actually cast whatever it flips. Land the beater that turns it on, and it starts paying its own way.





