The Immortal Weapons
A spellslinger payoff wearing a beater's clothes, built so each half restocks the other. The enter trigger buys back an instant or sorcery, refilling the exact resource the combat engine wants to spend: every noncreature spell you cast pumps a target creature +2/+0 and hands it menace until end of turn. The buff is modest in isolation, but menace is the operative word, converting a spread of small bodies into threats a single blocker can't stop. Against a stalled board, forcing two defenders onto one swing is math that rarely favors the wall. The loop is what stretches this past a pile of one-shot cantrips: recur a burn spell with the enter clause, recast it, and the same creature gets pumped again, so the beat keeps landing after your opening hand runs dry. That recursion resolves the deckbuilding pull in both directions at once. You want a heavy count of cheap noncreature spells to trigger the pump, and you want enough creatures to point that pump at; satisfy both and the red aggro shell grinds through interaction rather than emptying its hand into it. The spells you were casting anyway double as combat math, and the graveyard clause keeps that math available a turn longer than a burn deck usually manages.
