Hazardous Blast
The sweep half is almost incidental: a single point of damage clears tokens and mana dorks but leaves anything with meaningful toughness standing. What the card is actually built to do is the second clause. By stripping your opponents' creatures of the ability to block for the turn, it converts a stalled board into an open lane, which is why it reads less as removal and more as a reach spell for a go-wide red deck that has run out of ways to punch through. The pinging is the setup and the "can't block" is the payoff: shave the small blockers off the top, then swing into a defense that has been legislated out of existence. That makes it a strange middle point in red's long tradition of "no blocks" effects, which usually attach the clause to a creature or a cheaper trick rather than pairing it with a board-wide ping at sorcery speed. The clause is worth reading carefully, too: it modifies the rules of the game rather than tagging the creatures present when it resolves, so anything the opponent flashes in afterward is equally forbidden from blocking. The sorcery timing is the honest cost. You commit before combat, so the opponent sees the alpha strike coming and still holds every priority window a defending player normally gets. Fog, an instant-speed pump on a survivor, a defensive activated ability: the clause forbids blocking, not interaction. Priced as a finisher rather than an early tempo play, it wants a crowded battlefield where clearing the chaff and forbidding blocks in one motion turns a stalled race lethal.
