Pyromancer's Assault
The reward hung on a deckbuilding constraint red rarely commits to: cast two spells in a turn and two damage points anywhere, free, repeatable, and reusable until somebody removes the enchantment. The trigger fires on your second cast, not your second spell on the stack, which means the cheap setup matters more than the payoff. A turn that strings together a one-drop and a cantrip can point two damage at a face or a mana dork, and a turn that chains four spells fires once, not three times, so the engine rewards a steady two-spell rhythm rather than raw volume. That ceiling is what keeps it from running away: it is a per-turn faucet, not a multiplier. With no other text, it does nothing for combat and adds nothing to the board, but it is not inert the turn it resolves; cast it first, follow with a second spell, and it fires immediately. What it does instead of pressuring the board is convert a deck already built to spew cheap interaction into a slow drip of reach and removal, picking off small threats while the library keeps churning. It sits in the lineage of spell-count payoffs that ask you to lower your curve and play more cards rather than bigger ones: an engine for the red deck that wants its noncreature density to mean something beyond card advantage.

