Tornado
A removal engine built around a self-escalating cost on both ends, and a fascinating study in how the mid-1990s tried to price open-ended destruction. The repeatable destruction (any permanent, no restriction) is the part the era was terrified of handing to green: green has always been the color that breaks artifacts and enchantments, but it is not supposed to gun down creatures and lands at will, and this lets it do exactly that. So the effect gets walled off twice. The cumulative upkeep bleeds more green mana every turn just to keep the enchantment on the board, and the velocity counter on the ability makes each activation more expensive in life than the last: zero the first time (there are no counters yet when you pay), then three, then six, a linear climb that turns a runaway destruction loop into a clock pointed at its own controller. The once-per-turn clause caps the bleed but also caps the answer rate, so this never becomes a true lock. What you get is a window: a few turns where you can destroy a few permanents, paid for in mana you are increasingly short of and life you cannot get back. The design vocabulary here is powerful effects gated by self-destruction, with cumulative upkeep as the primary balancing lever. The tension between the two counter systems is the whole card: one drains your mana to keep it, the other drains your life to use it.

