Sawhorn Nemesis
Damage doublers usually point at the caster: Furnace of Rath, Dictate of the Twin Gods, all the effects that turn your own aggression up a notch and eat the symmetry as a cost. This one inverts the design. The doubling attaches to a chosen player and everything they control, and the choice happens as the Dinosaur enters, so it becomes a weapon you aim rather than a slope you stand on. That single-target framing rewrites how a burn spell reads: a three-damage bolt at the marked player is six, a board wipe hits their creatures twice, and a swing that would trade suddenly overkills. Nothing about the effect is symmetric, and that one-sidedness marks the break from the old two-sided Rath variants; the tax lands entirely on one seat, and it stacks with itself and with any other doubling in the game. The friction is that the 2/4 body has to survive on a board full of players who now have every reason to remove it, and the pointed nature of the choice invites exactly the retaliation a doubler wants to avoid. The interesting timing wrinkle is that the enter-choice is locked in immediately, before the table knows how the game will develop, so committing the Nemesis is a read on which opponent you want dead rather than a reactive answer to who becomes threatening later.

