Cinder Storm
Seven mana to kill any single thing dead: that is the whole transaction, and the rate tells you exactly when this kind of card belongs. The number 7 is the giveaway. Most "any target" burn lands at three damage for one mana because anything cleaner forces a real cost; Cinder Storm pays for its unconditional reach by costing as much as a finisher and doing nothing else. There is no upside mode, no creatures-only restriction relaxed into a smaller bill, no instant-speed window. It is sorcery-speed, so it cannot be held up as a combat trick or a counterpunch, and at seven total mana you are not casting it on a curve; you are casting it because you finally have the floor to delete something the rest of your deck could not. As a piece of removal it is the inverse of the efficient spells the color is built on: instead of trading a small amount of mana to answer a small threat, it trades a turn's worth of mana for the reach to point 7 damage at anything, including a player. That makes it less a removal spell than a closer that happens to be flexible, the kind of effect that shows up in formats where games go long enough that paying full retail for "I win this exchange, whatever the exchange is" is a fair deal rather than a tempo disaster.


