Fire Prophecy
Three damage to a creature is a rate red has offered at two mana for as long as it has had instant-speed removal; what this design bolts on is a selection engine, not graveyard filler. The clause is deliberately not a cantrip: you draw only after putting a card from hand on the bottom of your library, so the exchange trades card quality, not card count. That the buried card goes under the deck rather than to the graveyard is the quiet distinction that matters, because it denies graveyard-hungry strategies their fuel: nothing you tuck away comes back through flashback, delve, or an aristocrats loop. A hand clogged with lands or dead copies gets to churn without paying an extra card, and a spell you would rather draw later than now can be sunk to dig past it. Because it demands a creature target, though, it is not a free smoothing tool: on an empty board it does nothing, and the filtering rides along only when there is something worth burning. The floor stays clean (kill a creature, move on) while the ceiling rewards a shell that leans on the sculpting. It answers a persistent tension in cheap red interaction, that a strict one-for-one is fine on curve and inert once the trade stops mattering, by letting the removal do double duty. The three-damage cap is the concession that keeps it from reaching into larger threats.

