Firecannon Blast
The conditional doubles the rate the way burn spells almost never get to: three damage at sorcery speed is unremarkable pricing, but six damage for the same cost answers threats that a three-damage strike leaves standing. The raid clause sets the terms cleanly. The card wants you to have already committed to the board and swung, which means it slots into a deck that was going to attack anyway and rewards the sequencing rather than asking you to build around it. That structure makes the spell self-limiting in exactly the way removal-as-burn usually is not: it is at its worst when you most want flexibility (the empty-board, behind-on-tempo turn where you have not attacked) and at its best when you are already pressing an advantage. Note the target line: this is creature removal only, so unlike a true burn spell it never doubles as reach to the opponent's life total. What it buys instead is a one-card answer to most of the big bodies across the table, gated behind a swing you were happy to make. Miss the condition and you have a slightly overpriced three-damage strike; meet it and you clear midrange threats that a genuine bolt cannot touch. Raid does the work that morbid or spectacle do in other shells: it turns a baseline effect into a payoff that asks only that the deck behave the way an aggressive red deck already wants to behave.

