Dreadmaw's Ire
The pump spell that stapled a Shatter to its combat damage. The +2/+2 and trample are not the ante for the artifact clause: they are the mechanism that earns it. Grant a blocked attacker enough size and trample to survive the block and push damage through, and the destroy trigger fires on connection against whatever artifact the defending player would least like to lose: a Vehicle, an equipped weapon, a mana rock. The target restriction is what keeps the rider fair. The clause only reaches artifacts controlled by the player taking damage, so it does nothing against a permanent someone else controls, and nothing until your creature actually lands a hit. Red has always shipped artifact hate at instant speed, usually as a dedicated removal spell you point at a chosen target. Folding the job into a combat trick changes the terms. You get the destruction as a rider on tempo you were already spending to close a race, but you never name the artifact in advance; you commit to the attack and take whatever the connection gives you. And the whole engine depends on the swing resolving: hold up an answer, kill the attacker in response to the trick, and the damage never arrives, so the removal never fires either. It rewards a plan built around forcing damage into an artifact-heavy opponent, and asks nothing of a deck that cannot connect in the first place.
