Energy Bolt
An odd hybrid that wants to be two different cards and only half-commits to either. The damage mode points it at a player or planeswalker rather than any creature, which strips out the most common use case for an X-damage burn spell and leaves it as either a finisher or a planeswalker answer. The lifegain mode reads like a hedge, the kind of "or do something defensive instead" clause early multicolor design used to justify the second color. So the two halves rarely both matter in the same game: you are either racing and want the reach, or stabilizing and want the buffer, and the cost stays fixed regardless of which lever you pull. As a piece of mid-90s gold-card design it is instructive, an attempt to make red and white share a sorcery by stapling each color's stereotype together rather than finding a single effect that needed both. Later modal burn like Comet Storm and Banefire kept the choices on the same axis: same lever, different targets or scaling. Energy Bolt splits them across two opposed game plans, and the split is why it never found a home.
