Foundry Helix
The additional cost is the entire pitch. Four damage to any target for three mana would be overpriced without a rider and undercosted with a free one, so the design splits the difference by demanding a permanent off your own board before the spell resolves. That sacrifice turns a burn spell into a value converter: a token that has already done its job, a creature the opponent was about to kill anyway, a spent artifact, all become four points aimed wherever you need them. The artifact clause is where the two colors stop overlapping and start cooperating. Red supplies the reach; white supplies the lifegain, but only if what you fed the spell was an artifact, which quietly asks for a stable of cheap artifacts worth sacrificing rather than treating the life as a freebie. That conditional is the honest part of the design: the four life is not baked into the rate, it is a reward for building toward it. The result is a removal spell that leverages a board already stocked with disposable artifacts and tokens, and keeps such permanents worth cycling through the graveyard. It reads like a straightforward Boros burn card until you notice that the cost, not the damage, is doing the strategic work: every cast is a small resource-conversion decision about which permanent you can most afford to lose.
