Pain for All
The entry trigger fires a burn shot off the enchanted creature's power, but that opening blast is the smaller half of the payoff. The real engine is the reflection clause, which inverts the usual arithmetic of combat: every point of damage the enchanted creature absorbs converts into a hit on each opponent's face. Attackers normally want to dodge damage; here they want to eat it. Fight spells, your own damage-based effects, even blocking a big attacker all become fuel, because the creature soaking the blow launders it into a wide burn. Point removal turns treacherous too, since a burn spell aimed at the enchanted creature reflects onto each opponent (including any who did not cast it). What holds the whole thing together is a body that both hits hard and survives being hit, so a high-power creature with the toughness or resilience (indestructibility, a fat rear) to keep the trigger firing turn after turn earns the most. That is also where the fragility lives, and it is a specific kind. Deathtouch is not fuel but a clean answer: a small deathtouch blocker reflects only a trickle before killing the creature and ending the engine for good. Bounce, exile, and any destruction that never deals damage strip the whole package without ever powering it, and losing the creature costs you the ongoing mirror. It is a payoff built around inviting harm rather than preventing it, a rarer axis than the rate suggests.



