Fissure Vent
The "or both" clause is the entire reason this card earns its keep, and it sits at the heart of a long-running design problem in red. Red has always been able to blow up artifacts cheaply (Shatter, Smash to Smithereens) and answer nonbasic lands when asked, but stapling both options onto one spell, with the freedom to fire both modes at once, is the part that turns a narrow situational card into a genuine two-for-one. Against a deck running both a problem artifact and a problem land, you spend five mana once and resolve two destruction effects on the stack together, which is a different transaction entirely from holding two separate answers and hoping to draw the right one. The cost is the obvious tax: five mana for what is, against most opponents, a strictly worse Shatter, since the land mode does nothing if there are no nonbasics worth killing. That asymmetry is exactly the deckbuilding question the card poses. It is a reactive tool whose ceiling is high (a clean double-destroy in a single sorcery) and whose floor is low (an overcosted artifact-removal spell), and the modal "or both" structure is the hinge between those two outcomes. Nothing about the rate is generous; the value lives entirely in the matchups where both halves matter.

