Red Hulk
Enrage has always been the mechanic that punishes you for engaging, but it usually stops at making a creature bigger and daring you to trade into it. This one closes the loop: each damage event ticks up a single +1/+1 counter, and that counter trigger fires back damage equal to his entire counter total at a target of his controller's choosing. The scaling lives in the accumulation, not the individual hit. Every hit is its own shot; and the shot grows every time, because the pile it reads off of never shrinks. That reframes the whole encounter. Chump-blocking feeds it. Fighting it feeds it. Even a ping to hold it in check adds a counter and answers with a bigger return each time. The 6/7 body with reach and trample matters less than the loop it protects: reach keeps flyers from picking it off cleanly, trample keeps the climbing power lethal on offense, and the compounding total means every incomplete answer makes the next answer more expensive. The design tension is that most removal wants to shave toughness or trade in combat, and both routes deal damage before they solve anything, so the honest answers are the ones that skip damage entirely: exile, sacrifice, bounce, taxation. It rewards a controller who treats it as a lightning rod, aiming the enrage triggers rather than merely surviving them, and it punishes anyone who reaches for the obvious tool first.

