Geosurge
Four red mana in, seven red mana out: the net of three is the whole pitch, but the restriction on the back end is what defines the card. The seven mana it produces can only pay for artifacts and creatures, which makes this a ramp spell that funds bodies and machines and nothing else, no second burn spell, no instant-speed answer held up after the cast. That narrowing is the price for the ratio. It lands in a tradition of explosive red rituals stretching back to Seething Song and the various Rite of Flame effects, but where most of those break even or net small, this one pushes a genuine surplus on the condition that you have already committed to a board-based, big-creature game plan before you cast it. The quadruple-red cost is the other gate: nothing about this is splashable, so it asks for a deck built around red mana that wants to dump a fistful of power onto the battlefield a turn or two early. The mana also vanishes if unused, so the surplus is real only when there is a payoff already in hand worth casting on the same turn. It is a setup card masquerading as a ramp card: the seven mana is meaningless without the threat it is meant to deploy.
