Delayed Blast Fireball
A red sweeper that spares your own creatures is unusual in a color built on indiscriminate burn, but the asymmetry is only half of what this card is doing. Foretell is welded to the payoff: cast it straight from hand and it fires for two to each opponent and every creature they control, but foretell requires exiling it first, and a spell cast from exile deals five instead. The mechanic and the reward are the same lever. That makes this a two-step contract. Pay the setup tax a turn early, hide it under a face-down card where hand disruption cannot touch it, smooth your mana across two turns, and the return is a one-sided board wipe that also opens a serious hole in every opponent's life total. Absent the jump from two to five, foretell would be mere convenience; the damage escalation is what turns installment-paying into an actual plan. It also answers red's oldest multiplayer problem: how to wrath a crowded table without wrathing yourself, and how to price that privilege so it costs tempo rather than coming free. The delay is the price. You telegraph nothing except that something is coming, and when it lands, it lands only on the people across the table.


