Isengard Unleashed
Damage multipliers usually cap out at doubling, and even then they read as combat-only. This one goes further on two axes at once: it triples rather than doubles, and it fires on any damage a source you control deals to an opponent or their permanents, not just creature combat. Burn spells, direct-damage triggers, a swarm of attackers, even incidental pings all get scaled together, which is why the effect reaches for a whole-turn windup rather than a single-swing trick. The prevention clause is what makes the number reliable: by shutting off damage prevention for the turn, it strips away the fog effects and protection tricks that would otherwise blunt an alpha strike, so the tripled figure is the figure that actually lands. Casting it costs a real chunk of red mana, and flashback asks for even more, which is the tax that keeps a triple-damage turn from being a cheap coin flip: you pay for the payoff twice if you want it twice. Global damage multiplication is a mono-red tradition, from the symmetrical Furnace of Rath to the one-sided ceiling of Fiery Emancipation. Where those sit on the battlefield as static enchantments, this one compresses the multiplier into a single burst of a turn and, crucially, refuses to draw the combat-only line its ancestors sometimes did. It cares about the source and the target, not the method, and that breadth is the whole point.

