Hawkeye, Young Avenger
Damage-doubling has always lived close to combat: pump spells, double strike, the occasional trample multiplier. This design pulls that amplifier off the combat step entirely and staples it to noncombat sources, which is a rarer and more interesting axis. Every burn spell, every ping, every direct-damage trigger you control aimed at an opponent or their permanents gets a rider equal to this creature's power, and because the replacement effect scales with X, the board state you have already built keeps feeding it. The body is the constraint that does the quiet work: at 2/4, the baseline bonus is only two, so a three-damage spell arrives as a five and a one-damage ping becomes a three. That is a real floor, but it is a floor, not a payoff. The card wants a power source. Any way to grow it (equipment, counters, a temporary buff) pushes that three-damage spell to six or more and turns a token-clearing ping into an execution. The replacement-effect wording matters more than the number: because it rewrites the damage event rather than triggering off it, it stacks cleanly with other multipliers and applies to spells and abilities alike, not just one or the other. Reach keeps an archer meant to shoot from the back alive while the rest of the deck does the pointing. This is a build-around anchor for a spell-slinging red deck that would rather aim a hundred small arrows than swing once.
