Inner-Flame Igniter
The third pump is where this design earns its complexity, and the way it gates first strike marks it apart from the dozens of repeatable firebreathers that came before. Pay once, your team gets bigger; pay three times in a turn and the alpha strike turns lethal in a way the raw +3/+0 numbers undersell, because first strike erases the blocking math a go-wide deck normally has to respect. The structure rewards a board already wide enough that a flat +1/+0 to each body matters, then asks you to dump mana on the turn you swing rather than dripping it out across several. That makes the activation count a resource of its own: you are not just buying power, you are buying toward a threshold, and the defender who blocked your first two pumps comfortably can find his blockers dying before they hit back once the third resolves and first strike lands across the team. As a 2/2 that pumps only itself without other bodies around it and everything with a full board, it commits hard to one job. The lineage runs through every mana sink that converts a flooded hand into reach; what this one adds is the idea that the third copy of the same effect should do something categorically different than the first two, a small but pointed bit of design that makes the counting matter.

