Fiery Annihilation
Five damage is a number chosen to answer a specific problem: it clears nearly everything a fair deck fields while stopping short of hitting player faces. But the interesting work is in how the spell handles the creature's death. Exiling the body instead of letting it hit the graveyard shuts the door on recursion, death triggers that key off dying in the yard, and reanimation targets in one clause, turning a removal spell into a permanent answer against the creatures most worth killing twice. Note the limit of that clause: it is a replacement on death, so a regenerated creature never dies in the first place and slips the exile entirely, the same way it survives ordinary destruction. Against everything else it kills, though, the graveyard stays empty. The Equipment rider closes the other escape hatch: a gear-heavy deck can suit up a body and threaten to re-equip the moment it falls, so tearing the Equipment to exile alongside the wearer denies the redeployment that makes those creatures resilient. That the Equipment must be attached to the same creature you are burning is the discipline here: not a two-for-one pointed wherever you like, but a clause that only fires when a threat has already committed its gear, which is exactly when a suited-up body is most dangerous. The balancing cost is narrow aim: no reach to planeswalkers, no face damage, no flexibility as a finisher. What it offers instead is finality, folding graveyard-hate and equipment-hate into the kill you were already paying for.
