Explosive Impact
Five damage to any target is enough reach to clear nearly every creature short of the genuine top-end, and a fat enough chunk to close a grind out through the dome when there is nothing left to kill. The price is what defines the card: at this cost you are not racing with it the way red races with its cheap burn, you are buying an unconditional answer that happens to point at faces in a pinch. The any-target line is the entire reason this exists. Instant speed is doing quiet work too, letting you hold it as a flash-blocker punisher or a combat blowout rather than spending your turn on it. This is the expensive-but-certain template red has always kept around: pay a premium, get an answer that never asks a question back, and accept that the curve cost means it is the spell you cast when the turn has nothing better in it. The trade is the point. Five-damage removal with reach, priced high enough that it never crowds into the formats where cheap burn sets the speed limit. A deliberately humble piece of design doing a real job: giving red a top-end removal floor without ever becoming the card that wins the game.
