Cinder Seer
A repeatable burn outlet that charges you twice: once in mana, once in the cards you are forced to keep. Pay , tap, and the 1/1 deals damage equal to the number of red cards you reveal from hand, which means it scales only as far as you are willing to sit on a clogged hand of unplayed red. The cards stay yours (you reveal, you never discard), so nothing leaves; but the value lives entirely in not having cast those reds, and every point of damage you point at a creature or face is value you parked rather than deployed. The ability carries no timing clause, so the reveal can happen at instant speed, letting the contents of your hand double as combat math and ambush removal through a body that dies to any incidental ping. The opportunity cost is the whole balancing act: those flashed reds could have been spells on the stack instead of ammunition held in reserve, and the tap gate meters the conversion to one burst per turn. It reads now like a road not taken in how cards-as-damage was first explored. Later designs that turned cards into damage tended to make the conversion a single burst or fold it into casting the card outright, rather than charging mana every turn for a tap-gated trickle that asks you to hoard the very spells you came to play.
