Fire Shrine Keeper
Eight mana total, and that number is the whole design decision. A one-power elemental with menace does its real work early, pushing a point through a clogged board while the game is still young; the sacrifice line is a valve bolted on for the games that run long, when a flooded hand has nothing better to do than reach for it. And it is a genuine removal effect once you get there: three damage to each of up to two creatures, up to six total, enough to clear a pair of blockers or answer two threats in one motion. Note the shape of that clause, though: the damage is fixed at three apiece and cannot be stacked onto a single fatter creature the way a straight burn spell would. At plus the tap and the sacrifice, the ability sits so far up the curve that nobody runs the card for it; the body comes first and the option arrives much later. The design cheerfully assumes most copies die in combat long before anyone assembles the mana to crack one. That is the honest shape of a creature meant to be useful at one mana and merely permissible at eight: an aggressive one-drop with a relief valve priced to almost never open. The menace earns the slot on its own; the sacrifice clause is insurance against the dead-card problem that dogs small creatures late, rewarding patience without ever demanding it.
