Archaic's Agony
Converge scales removal to how many colors you can muster, and this design pushes the mechanic past its usual arithmetic by attaching a second reward to overkill. Line up five colors and the spell throws five damage at a creature; anything past that creature's toughness does not vanish, it converts into cards exiled off your library that you can play through your next turn. The tension is deliberate: the more colors you assemble, the more likely you are to smash a small blocker for a fistful of impulse-drawn cards, but the target itself sets the ceiling on how much excess you can bank. Kill a one-toughness dork with a five-color payment and four cards spill into your hand-adjacent exile zone; point it at a fatty and you may burn the whole spell for a single trade with nothing left over. That makes it a removal spell that wants to be a bad trade, rewarding the greedy manabase for hitting soft targets rather than the biggest threat on the board. It is the kind of converge card that answers a long-standing complaint about the keyword: five-color decks paid a real mana tax for marginal payoffs, so here the payoff curves upward hard enough to justify the strain, with the target's toughness acting as the governor on how much card advantage the overkill can generate.
