Warlock Class
The whole design tells a story about death and diminishing patience. Level one is the sacrifice deck's slow drip: one point of end-step drain, but only when a creature died this turn, so every token sacrifice, every chump block, every edict on your own board becomes a marginal damage source that adds up across a grind. Level two abandons the death theme entirely to keep you fueled, a Class-tax version of the graveyard-loading dig that mono-black midrange lives on. Then level three arrives and rewrites the math: instead of one life, opponents lose whatever they already bled that turn, doubling every burn spell, every combat swing, every painland tap into a second helping. That seven-mana jump to the final level is the restriction doing its job; the card asks you to sink a full turn's mana into an anthem for damage you were already dealing, so its ceiling is set by how much your deck was hurting people in the first place. What makes the Class chassis right for this effect is the sequencing itself: because levels are gained at sorcery speed and stay gained, the card is a permanent that grows across a game rather than a spell you cash in once, and the three abilities read as three different black decks (aristocrats, card-advantage grind, burn-and-drain) stapled to one enchantment. You pick the level your board can afford and leave the rest as latent threat.
