Stuffy Doll
A damage repeater you have to feed yourself. The clever trick is the inversion of how creatures normally interact with damage: an indestructible 0/1 cannot die to combat or burn, so every point it absorbs becomes a point it kicks back at the chosen player. The tap ability handles the slow drip (one point at a time, a damage clock measured in turns), but the design genuinely wants you to point something bigger at it. Wrap it in a damage-doubler or load it up with a Pariah-style redirection effect, and the math escalates fast, because the doll never stops being a legal target and never stops surviving. The chosen-player clause is what narrows its reach: you lock onto one opponent the moment it enters, so it answers a single threat or burns down a single life total rather than spraying the table. What holds the design together is the loop between indestructibility and the damage trigger: most cards that punish you for dealing them damage eventually break, while this one is built to be hit forever. It is a puzzle piece more than a finisher, a deliberately incomplete engine that asks the rest of your deck to supply the burn.




