Infernal Phantom
The reward structure reads backward from most enchantment payoffs: this is a red creature that wants you playing the auras and Rooms usually parked in white and blue, and it converts each of those triggers into stored burn rather than a permanent buff. The Eerie pumps are temporary, so stacking them on a stalled board buys nothing lasting; the whole calculus points at the death trigger, which fires damage equal to whatever the power happens to be when the creature dies. Timing is everything, and the window is narrow. The buff has to be live at the moment it dies, which means the death and the inflated power have to coincide inside a single turn: trade it away in combat while the +2/+0 is active, or feed it to a sacrifice outlet with the pump already resolved, and the stored damage discharges at the climbed number rather than the printed 2. The catch cuts against panic removal, but not the way it first appears. If an opponent kills it in response to an Eerie trigger, the creature is already gone by the time that trigger resolves, so the death damage is based on the unbuffed power. To cash the bigger number you have to let the pumps resolve first, then arrange the death yourself. Everything evaporates at end of turn, so the burst cannot be banked toward a future target; it is a spirit built to turn an enchantment engine's incidental triggers into reach, a role red rarely gets to fill from the enchantment side of the table.
