Lightning Cloud
A spell-cast trigger that bolts a damage rider onto red spells, with a quirk hiding in the targeting: the trigger keys off any player casting a red spell, your opponent's included. The optional payment is its own throttle, since each point of damage demands a fresh red mana, so the enchantment converts into reach only as fast as your mana base allows. That structure is what separates it from a steady-state pinger: it produces no damage on its own clock, it taxes the casting of red spells to do so, and you still pay per ping to fire it. In a mirror where both players lean on red, the symmetry can flip in your favor, letting you spend a single red mana to turn an opponent's own spell into a point to their face or the death of a one-toughness blocker. The card lives or dies on how often red spells hit the stack, but it is never inert as long as you keep casting your own: a red-heavy deck makes it a slow accumulator of incremental damage regardless of what the opponent is playing, and its weakest matchup is simply one where red spells are scarce on both sides. It is a piece of mid-nineties enchantment-engine design, built when incremental advantage was routinely priced at an extra mana per use plus a dependence on the game state cooperating.
