Coward // Killer
Two sorceries under one name, and the split-card structure means you pick a lane at cast: one face resolves, the whole card goes to the graveyard. The interesting piece is Killer, which reads like single-target removal but behaves like a conditional wrath. Three damage to your chosen creature, then three more to every other creature sharing a creature type with it. Against a tribal board (a table of Goblins, a wall of Zombies, a swarm that all reads the same word on its type line) it detonates the lot for four mana. Against a spread of unrelated bodies it is a plain three-damage bolt. Red almost never gets to reach across a board by creature type; this hands it a scaling sweeper priced as a spot-removal spell, with the payoff dialed entirely by how much your opponent has doubled up. Coward is the cheaper, humbler face: it strips one creature of the ability to block and tags it with the Coward type until end of turn, then time travels to add or remove a time counter on each suspended card you own and each permanent you control that has one, the mechanic that governs suspend and vanishing. The two halves are modal options, not a machine to assemble; the Coward type on Killer's setup would only matter across a whole tribe of Cowards, which the game does not supply. What ties them is flavor, a story beat rendered as a choice, with the single-cast rule of split cards making sure you commit to one script per copy.

