Burrog Barrage
A fight spell with a spellcasting toll built into its ceiling. The baseline is already efficient: your creature deals its power to an opposing creature, one-sided rather than a mutual trade, so the exchange favors you the way a targeted removal spell would rather than a true fight. The +1/+0 rider is where the design gets pointed. It only turns on if you've cast another instant or sorcery earlier in the turn, which means the reward for chaining spells is not a card or a token but a single extra point of damage delivered exactly when it matters: the point that pushes a creature from surviving with one toughness to dying. That is a narrow, precise payoff, and it steers the card toward decks that were going to cast a cheap cantrip or burn spell first anyway. Timing carries the rest. As an instant, it answers a blocker mid-combat or ambushes an attacker, and because the damage scales with the power of your own creature, a big green threat becomes a piece of premium removal without ever entering combat. The tension it resolves is a familiar one for green removal: how to reward the spells-matter builds that green usually locks out, without simply handing them a burn spell. The answer here is to keep the boost conditional, cap it at a single point, and tether the whole effect to a body you already control.
