Sulfuric Vapors
Damage amplifiers are a strange corner of red's design history: a four-mana enchantment that does nothing on the turn it lands and only earns its keep once you keep casting red spells, each of which then collects a single extra point. The clause is narrower than the frame suggests: it boosts only red spells that deal damage, so burn and direct-damage sorceries cash in, but the repeatable damage red leans on most (pingers, token swarms, anything sourced from a permanent rather than the stack) gets nothing. That carve-out is what keeps the enchantment from running away with games. It rewards a high count of red spells, not the quality of any one, which is why it lives alongside storm-adjacent burn and spell-dense shells rather than premium removal. The boost is additive, not multiplicative: a second copy or a similar effect tacks on another flat point per spell, so two of these turn a three-damage burn spell into five, not nine. Linear stacking, not exponential. The trap is the up-front spend. You commit four mana, get no immediate return, and only profit if you live long enough to fire off enough red spells to amortize the cost, in the one color, on damage alone. It is a deckbuilding constraint wearing an enchantment's clothes, paying off only for the player already throwing a stack of red spells at the table.
