Fault Line
Red almost never gets to wrath the board, and almost never at instant speed; this is the spell that bends both of those rules at once. The damage to each creature and each player reads like a two-edged sword, but the design hands red two seams to break the symmetry. Stay above your opponents on life and the player damage favors you. Keep your threats in the air while you scour the ground, and the "without flying" clause turns a symmetrical sweeper into a one-sided one. That flying restriction is the elegant part: it costs the opponent nothing on paper, but in practice it is exactly the gap red was built to exploit, and it asks you to set up the board where the math breaks your way before you point the spell. The instant timing is what gives it teeth. Hold it up, let an attack declare, and resolve it in response to commit lethal on a turn the opponent thought was theirs, or cast it end-of-step as a pure removal spell scaled precisely to the ground threats in play. This is the kind of red X-spell that demands you read the table before you fire: closer to Earthquake's split-the-difference arithmetic than to any clean one-sided board wipe. The cost is the damage to your own face, and the patience to wait until the seam opens.
