Fuel the Flames
Two damage to every creature is a sweep scaled to the bottom of the curve: it clears tokens, mana dorks, and one-toughness aggressive starts while leaving anything with three or more toughness standing. Red has printed symmetric point-damage sweeps for as long as the color has had board wipes, and they have always run hot and cold, devastating against a go-wide start and useless against an empty board or a table of beefier midrange bodies. Cycling is the concession to that variance. When the two damage would not reach anything worth killing, pitching the card for a modest cost buys a fresh card instead, so the slot refuses to sit dead in hand. The deck that wants this effect rarely runs many small creatures itself, which makes the symmetry cheap to accept, and the draw option narrows the enormous gap between the card's best game and its worst. That is the quieter half of the design: the removal is easy to admire, but the real work is keeping the card relevant in the games where its damage does nothing at all.
