Incendiary Command
The charm template scaled up: four modes, pick two, all of them red wants to do anyway. Where most modal cards ration relevance (a charm gives you one mode at a low cost, daring you to find the right one), this one hands you two and lets the modes overlap into a single answer to a single problem. Burn a player for four and sweep the board for two. Crack a manabase and refresh a stalled hand. The discard-and-redraw mode is the unusual one in a red five-drop: it is symmetrical filtering, not advantage, since each player draws back only as many cards as they pitched. The value comes from texture, not count: you launder a fistful of dead lands into fresh draws while a hellbent opponent draws back nothing, turning a wash into a one-sided refill. The 4-damage mode reaching planeswalkers is the kind of clause that gets bolted on later when the rules support it, which keeps the card from aging into a dead mode against the most common high-value permanents. The constraint that keeps the five mana honest is that the modes pull in different directions: the player-burn and the redraw both help you race, the board-sweep and the land-destruction both help you grind, and you rarely get to be doing all four jobs at once. This is a flexibility purchase, not a five-mana haymaker, and casting it well means naming the two problems on the board before the modes resolve.

