Glassworks // Shattered Yard
Red rarely gets to choose, at the point of casting, whether its mana buys removal or reach; this Room hands it both switches and lets the game decide which one to flip. Glassworks is a burn spell wearing a permanent's clothing: unlock it and four damage lands on a creature an opponent controls, enough to clear most of what red wants gone. Shattered Yard is the patient counterpart, a point off each opponent every one of your end steps for as long as the enchantment stays parked. The design's real payload is the sequencing freedom the split grants. You can commit one door early for a fraction of the combined cost, then pay to unlock the other later, on the battlefield, as a sorcery, once the mana and the target line up. The burn half rewards you when there is something to shoot; the drip half rewards you when the game slows and you need to close from range. Because both live on a single card, you are never stranded holding removal against an empty board, nor a slow-burn engine when you needed an answer right now. This is red hedging across two axes of a game plan without paying two card slots to do it, and the sorcery-speed unlock is the restraint that stops the flexibility from doubling as free tempo: you commit at your own pace, but only on your own turn, and only after the earlier door is already down.
