Burn Away
Six damage at five mana is a deliberately ugly rate for a kill spell, and the second clause explains why you'd ever pay it: if the target dies this turn, you exile its controller's graveyard wholesale. That gates the entire upside behind the removal connecting, which makes this less a removal spell with a rider than a graveyard-hate card that demands you kill a creature to fire it. Most graveyard interaction is proactive and cheap (an enchantment that ticks away, an artifact you crack on your terms); this one is reactive and conditional, dead weight cast at an empty board. The design sits in a delayed trigger rather than the kill itself: once the spell resolves and the damage lands, the trigger is already set up, so any death that turn (combat, a second removal spell, even a sacrifice outlet the opponent leans on) still springs the exile. The only real out is to fizzle the spell on the stack: kill or bounce the creature in response, the damage never lands, and the trigger never gets created. Against a deck building toward a delve, flashback, or reanimation payoff, that's a one-card answer to both the blocker and the resource pile feeding it. Against anything else, you've spent five mana to kill one creature the hard way. The whole thing reads as a swing-for-the-fences answer to graveyard strategies: dead in one matchup, a blowout in the next.

