Firecat Blitz
The reach is hidden in the flashback. Cast normally, this is a fleeting army of hasty Cats that vanishes at the next end step: a fine but unremarkable burst of pressure for the X you pay. The card's second life is the one that matters, where the flashback cost trades land for board. Sacrificing X Mountains turns spent permanents into a second wave, which means a Firecat Blitz cast and then flashed back is two swarms for the price of your battlefield's bones. That land-as-fuel exchange is the design tension the card resolves: a player who has stalled on the ground and has Mountains to spare can convert a dead resource into an army, with the haste clause meaning every token can attack the turn it arrives even if some get blocked along the way. The end-step exile is the discipline that keeps the burst honest: nothing sticks, so this is reach rather than a board you build on, an all-in finisher that closes a game already most of the way won rather than one that grinds value. The 1/1 bodies are a real constraint on that math (each token is a chump-block away from doing nothing), so the play pattern leans on volume and an opponent short on blockers. It belongs to an era of red that asked you to spend everything at once, and it asks the question plainly: how many lands is the kill worth?

