Forked Bolt
Two damage for one mana is already a premium burn rate; the wrinkle that gives this card its identity is the freedom to split that pool across two bodies. Against a single creature it reads as a clean two-point kill, but against a board of one-toughness creatures it folds two removal spells into one card, a sorcery-speed sweep that punishes wide, cheap starts. That bend toward go-wide aggression is where it earns its slot, since the cards it answers best (mana dorks, weenies, token armies) come down early and in numbers. The sorcery clause is the price for that flexibility: no instant-speed blowouts at the end of combat, no holding it up as an interactive trump. You commit on your own turn, before you know what they draw. That tradeoff places it in the lineage of flexible-targeting red removal that splits a fixed pool of damage (Arc Lightning extends the idea to three targets at a higher cost, Fireball scales the pool with mana), and it sits at the cheapest, leanest end of that family.

