Beacon Bolt
Removal that scales with how much spellcasting you've already banked, and the meter it reads is your own graveyard and exile pile counted together. That measurement is the whole design tension: early, it kills almost nothing, because you haven't spent enough yet; late, it overkills anything red-blue points it at, because every burn spell, counter, and cantrip you've resolved is probably still sitting in one of those two zones. It counts both at once, so where a given spell lives (yard or exile) never changes the total; only what has left those zones does, since anything drawn back, shuffled away, or otherwise removed stops counting. Jump-start feeds the same loop without gaming it. Recasting from the graveyard pitches a card as an additional cost (often a spare instant or sorcery you no longer need in hand), then Beacon Bolt goes to the stack, resolves, and is exiled afterward: it is not in a counted zone at the moment its damage is tallied, so it never inflates its own number. Spells-matter shells had rewarded value before, but most paid off the cast itself or the size of the stack; this one pays off the residue, treating your discard and exile as a single dial. The target is a creature, at sorcery speed only, so it asks you to commit to the grind it's built to reward rather than hold up a reactive answer. It is removal that gets better the more you've already spent on removing.
