Fire of Orthanc
Demolish set the template for a four-mana red spell that widens the target from land to artifact-or-land, and this bolts a combat rider onto that skeleton: on the turn you strip a resource, the opponent's grounded creatures cannot block. That clause is where the card gets its shape. Land destruction alone rarely wins a game; it delays one, buying a turn while the aggressor's clock runs. Attaching a can't-block effect reframes disruption as tempo plus reach: destroy a permanent and, in the same turn, force the opponent to eat an attack their ground defenders would otherwise soak up. The evasion is not unconditional. Only creatures without flying are locked out, so a defending flyer can still trade or chump. The tension is that the two halves want opposite decks. A grinding land-destruction plan cares about the artifact-or-land mode and shrugs at the alpha strike; a beatdown shell wants the swing and treats the destruction as gravy. Bundling both into one sorcery at this cost means neither half fully commits, so the card lands as a board-state piece rather than a plan: removal-adjacent, race-nudging, and effective only when there is already a board on your side worth attacking with.

