Improvised Club
Four damage at instant speed for two mana is a rate red almost never gets to keep, and the additional cost is where the price gets paid: something you already own has to die to fire it. That sacrifice clause reframes the spell entirely. It is not a burn spell you cast in a vacuum; it is a conversion mechanism, turning a spent token, a chump blocker, a dead artifact, or a creature already marked for death into four points of reach at the exact window you need it. The card rewards a board that generates disposable bodies rather than a hand full of them, functioning less like removal and more like a payoff for aristocrats-adjacent builds that were sacrificing permanents anyway. The instant speed is what unlocks it: it lets you hold up combat interaction, respond to a fetch or a sacrifice trigger of your own, and route a death you were going to eat into damage on your terms. Left as a raw comparison, four-for-two looks pushed, but the fodder requirement blocks it from ever being a strictly better cheap burn spell. You can only cast it when you have a permanent worth spending, and finding that permanent, or building a deck that reliably produces them, is the real cost the mana cost hides.

