The Rollercrusher Ride
A damage doubler that deliberately routes around combat, which is exactly why it can double noncombat damage without warping the attack step. The enters trigger sets the floor: an X-scaled burst that hits each of up to X separate creatures, so it can spray a wide board and dome individual threats at the same time, more mana buying both more targets and more damage per target. But the burst is only the opening move. The delirium clause is the payload, and it rewrites every noncombat damage source you control the instant your graveyard holds four card types, doubling all of it: the enters trigger itself, every ping, every direct-damage spell you cast afterward. That gate is what balances the enormous multiplier. The price is not a pile of mana but a stocked graveyard, so the deck that wants this has to mill, cycle, and sacrifice its way to four types before the doubling starts paying out. What separates it from a one-shot burn amplifier is breadth: it is not a rider on a single spell but a static effect that catches every subsequent damage trigger you generate. A one-damage pinger becomes a two-damage clock; a string of small triggers turns lethal from an empty board. Reaching the ceiling is a deckbuilding puzzle rather than a mana one, and that split (cheap to cast, expensive to fully enable) is what the whole design is organized around.




