Go for Blood
Fight spells live or die on their dead draws: with no creature to point them at, or an empty board, they rot in hand. Cycling is the escape hatch, turning a stranded removal card into a fresh draw for a single mana, and that pairing is the entire strategic logic. Red's answer to a creature that has outgrown Lightning Bolt range has always leaned on fight rather than clean burn, and fight is a fickle tool: it demands you already control a body big enough to win the exchange, and it punishes you when the board does not cooperate. Trading your own creature into a death is the tax fight pays for costing so little. Cycling reframes that risk. A fight spell that is never fully dead has a floor of a cantrip and a ceiling of two-mana removal that can also drag a blocker out of the way so your attacker connects. That floor is what earns a fight card a maindeck slot in a deck that cannot promise a fat creature early. The design is less about the fight than about removing every reason not to run one.


