Invasion of Regatha // Disciples of the Inferno
The four damage on entry is doing double duty, and that duality is what makes the front half worth the mana. Point it at an opponent and it is a burn spell with a rider (one damage to a creature, enough to clear a mundane threat or finish something already chipped). Point it at another battle and it becomes a siege engine: the ETB can only target a battle other than itself, so this is how you crack a battle you cannot progress by attacking. That flexibility (attack a face or attack the board state) is the whole reason the front side reads as more than a slow removal spell. Then comes the flip, and the reward changes register entirely. Disciples of the Inferno turns prowess from a combat perk into a damage-scaling engine: any noncreature source you control deals two extra damage to a creature, battle, or opponent, so the burn spells and the incidental pings all arrive heavier. A one-damage ping becomes three; the same prowess trigger that grows the body also feeds a payoff that punishes the opponent for letting the battle resolve. And the loop is sharper than the front half suggests, because the transform is not a gift for defending the Siege but a bounty for cracking it: the opponent is saddled with protecting it, and you and others can attack and defeat it to earn the flip. Front half is a spell; back half pays you for casting more of them.
