Bathe in Dragonfire
Four damage at sorcery speed for three mana is a number chosen with precision, not generosity. It clears nearly every creature a midrange or aggressive deck wants to kill, while the sorcery restriction keeps it out of the combat-trick and instant-speed answer slot that cheaper burn can occupy. The price of that flat four is lost flexibility: it cannot hit a player, cannot point at planeswalkers, and cannot ambush an attacker, so it lives entirely in the proactive removal lane where you spend your turn unmaking a threat. Red has always paid extra for the privilege of killing larger creatures, since efficient burn that scales with toughness sits against the color's identity. This kind of card resolves that tension by fixing the damage high and the speed slow: you get the four, you give up the window. It is the workhorse build of red removal, the design that exists to answer the four-toughness midrange threats that one- and two-mana burn leaves stranded, while honestly admitting it leaves the five-toughness top end alone. Nothing flashy lives on the card, and nothing needs to; the entire job is converting three mana into a dead creature reliably enough that you never have to read the fine print.



