Meteor Storm
Repeatable burn from an enchantment was the pitch, and the math is where it falls apart. Four damage to any target is a real number, the kind that kills most things and pressures a face, and the enchantment never dies to creature removal the way a Prodigal Sorcerer or a burn-creature engine does. But the price is brutal twice over: four mana per activation, and a discard of two cards chosen at random. The randomness is the part that breaks it. You do not pitch your worst cards; you pitch whatever the shuffle hands you, which means every activation can cost a land you needed, a second copy of your bomb, the answer you were holding. Most repeatable-damage designs charge mana, or charge a known card, or charge life; charging two unknown cards turns the engine into a slot machine where the house keeps your hand. So what reads as a permanent value source plays as a desperation outlet, the kind of effect you only reach for when you are flooded and out of better things to do with all that mana. It belongs to that early multicolor wave of build-around enchantments that promised an engine and delivered a tax, interesting on paper and almost never worth the cards in practice.
