Flame Blitz
A single red mana buys a planeswalker execution squad that does not care whose walkers it kills. Five damage at every one of your end steps is enough to end most planeswalkers outright, and because it fires on your end step, the clock starts as soon as it resolves, potentially with a trigger already on the horizon before the turn is out. The enchantment stays on the board, so it keeps clearing new walkers every turn, which is the real design idea: not a one-shot answer but a recurring loyalty tax on any deck that leans on planeswalkers to grind. The symmetry is deliberate friction. It reads every planeswalker on the battlefield, so keeping it out while you have your own walkers means eating your own board, and it turns dead in any matchup where nobody plays walkers at all. That last problem is exactly what the cycling clause exists to solve: pay , discard it, draw a fresh card, and the maindeck slot that only mattered against certain opponents stops being a liability against everyone else. That is the whole shape of the card, a narrow, relentless hoser with a paid escape hatch stapled on so its inclusion never costs you a card in the matchups where it does nothing. What it answers is the planeswalker-heavy control or midrange opponent, and once it sticks, it answers them on a schedule; the opponent's recourse is to remove the enchantment before the trigger fires, not to trade with the trigger itself.
