Lost in the Maze
The scaling tap effect is old; wiring it to stun counters is the wrinkle that turns a tempo play into a real Fog. A conventional mass-tapper buys one turn: the tapped attackers untap on their controller's next step and swing again. Here that untap does not happen. Each creature you don't control keeps a stun counter, and its first untap gets eaten removing the counter, so the tap sticks for a whole extra turn per opponent-controlled target. That is the difference between delaying a lethal alpha strike and dismantling it. The X pays only for the taps, not for the counters, and the counters land only on creatures outside your control, so this is defense wearing a tempo mask: you stun their attackers while your own board, tapped or not, sits untouched. Flash is what makes the timing weaponizable, letting you hold the whole effect until blocks are the last thing on anyone's mind, then answer an overextended board at instant speed. The static hexproof clause is the aftercare: your own creatures that end up tapped for other reasons (a mana dork that has already paid off, a blocker caught tapped by your own tap effect) cannot be picked off while they sit open, so the enchantment protects your side of the stalled board without spending a single point of X on it. That does not make the enchantment itself removal-proof, since the enter trigger uses the stack. It reads as a control-color trick and plays as one: a soft lock on an attack step that asks the opponent to rebuild rather than simply wait a turn.



