Procrastinate
The doubling is the whole equation. Stun counters normally trade one-for-one against untap steps, so a single-counter tapper buys exactly one turn: the creature stays tapped through its controller's next untap and comes back. Scaling to twice X flips that math from linear to punishing. Each point of X you sink in produces two turns of paralysis, so a modest investment locks a threat down for two full cycles, and pushing X higher turns a temporary tap into what amounts to indefinite removal without ever touching the creature itself. That distinction matters: the target stays on the battlefield, still occupies its controller's board, blocks nothing because it never untaps, but is never dead, so it dodges recursion triggers and death-payoffs entirely. The sorcery speed and the X cost pull in the same direction. This is a main-phase commitment: you pour mana into it on an empty stack, on your own turn, choosing which of their creatures sits out the coming cycles. It cannot ambush an attacker mid-combat, and it cannot pre-empt a flash creature: a threat has to resolve and settle onto the battlefield as a legal target before this can bury it under counters, since a spell on the stack is never a creature to tap. Firing on your own turn is also what keeps the effect from reading as a single-creature Time Walk: the opponent sees exactly which of their bodies you have shut off and can build around the gap. The reward for the patience the name teases is scale, a soft-lock that only deepens with every point of X.
