Flick a Coin
Three separate value units stacked into one instant: a ping, a Treasure, and a replacement card, all resolving off a single cast. The Treasure clause is where the arithmetic gets interesting, because it hands back one discrete mana available immediately, effectively discounting the spell to two mana of upfront cost if you spend the token before end of step. That shifts what the card actually is. A one-damage cantrip removal spell is an old red template, prized for efficiency rather than reach, but folding ramp into the same slot turns this into a small tempo burst that happens to snipe a mana dork, chip a loyalty counter, or finish an X/1. The one-damage ceiling is the honest cap: this never trades up against a real threat, so the Treasure and the draw are the parts justifying the slot, not the burn. The second identity is fixing. For spell-dense red shells that want to reach an off-color splash without leaning on a mana rock, converting a mediocre burn spell into any color of mana is quietly the point. A modest card running three modest errands, and the reason it earns a look over a flashier removal spell is precisely that the three jobs add up on one card at one time.
