Concentrated Fire
Five damage at four mana buys nothing that cheaper red removal hasn't already offered, and the arithmetic never really moves past that opening. Red's design tradition prices creature removal by damage-per-mana, and the efficient end of that curve was mapped long ago: single-red spells that trade for most of what wanders into combat, two-mana burn that scales past the small-creature bracket. This spends four to deliver a fixed five, no upside, no reach, no face damage. What survives five damage in the decks that would want a removal spell this expensive tends to survive it comfortably, and what dies to five usually died to something cheaper. The card exists as clean, guaranteed removal for a color that historically wanted every spell to double as reach, and it declines that dual purpose entirely. That makes it a fixed-number safety valve rather than a rate card: you play it when you specifically need five damage aimed at a body and nothing else will do, which is a narrow window in a color that prizes flexibility. As a design object it reads as a common-tier answer scaled up for a multiplayer table where creatures run larger, a place where five points of guaranteed damage at instant speed clears more than it would in a duel. Outside that context, the math it asks you to accept is hard to justify.
