Blastfire Bolt
Hard removal with a stapled answer to a second problem: kill the threat, then destroy whatever was bolted to it. The trouble is the price. Six mana for a spell that tops out at 5 damage asks you to be paying for the Equipment clause, which means it only earns its cost when an opponent has overcommitted gear onto a single creature, the exact spot where simpler removal already wins by sending the equipped body to the graveyard with its loadout intact. That narrowness is the design tension. Against a Voltron-style stack of swords and packs, destroying the Equipment outright stops it from re-equipping onto the next creature, which a plain kill spell never addresses: the gear is gone, not merely orphaned on an empty battlefield waiting for a new carrier. Against everything else, you are spending six mana to do what three or four does cleaner. The card reads as a deliberate punish for the player who has dumped a whole arsenal onto one attacker, an answer to "what if they have too much gear" rather than "what if they have a creature." Red has spent years printing single-target removal that asks for far less mana and far fewer conditions; this one trades that efficiency for a clause that matters in one shape of board and nowhere else. The Equipment line is the whole reason to run it, and the whole reason it usually stays in the binder.

