Crush
The exclusion in the target line is the entire design. By refusing creatures, this trades the modular reach of a Naturalize or Disenchant for a price drop to a single red mana, and that swap is deliberate: the artifacts that genuinely resist removal are the noncreature ones, the mana rocks, the Swords, the equipment, the lock pieces that sit untouched while a board's worth of burn rolls off them. Creature-artifacts already have answers in red and elsewhere; pointing a removal spell at them is the redundancy you give up. Cheap red artifact destruction has a long lineage of these focused tools (Shatter does the same job at two mana with a wider target), and the discipline here is the cost cut bought by narrowing the target type. At instant speed for one mana it slides into windows broader artifact answers cannot afford: hold it across a turn cycle without tying up your turn, fire it on an opponent's end step, or destroy an equipment in response to an equip activation while it sits on the stack. The one timing it cannot catch is the mana rock's tap itself, since mana abilities resolve without using the stack; the artifact has to be removed before the value comes online, not in reply to it. The constraint is the honest part of the rate: surrender the creature target, and red gets its cheapest reliable answer to the permanents that otherwise outlast everything else it can throw.
