Goblin Firebomb
The economics are deliberately upside-down: one mana to deploy, seven to fire. That gap is the whole design. This is a permanent-destruction effect priced so that no one plays it as removal in a vacuum; the eight total mana it demands to break something is a rate that only ever makes sense as a trap laid in advance. You spend the one mana early, when it costs you nothing, then wait. Flash is the wrinkle that gives the wait teeth: because the object can hit the table on an opponent's turn, and because the sacrifice ability answers any permanent type, the threat is not "I have removal" but "I might already have it." The card trades speed for a lopsided cost curve, letting you pre-commit to an answer at a discount and pay the premium later, at instant speed, on the target of your choosing. It sits in a long line of colorless, artifact-based catch-alls that let any deck reach a permanent it otherwise could not touch, but the front-loaded body-plus-back-loaded-activation split is the specific knob this one turns. That seven is doing the real balancing work: it stops a color-agnostic destroy-anything effect from being oppressive, and the one-mana flash is what makes prepaying that steep activation worth doing at all.

