Incinerating Blast
Six damage at five mana is enough to kill nearly anything with a toughness, but the number is not what pays the cost here: the rummage rider is. Big-mana red removal has always fought the same problem, which is that a slow, expensive kill spell is dead weight in the wrong half of a game, brilliant against a bomb and worthless against a board of tokens. Bolting the rummage clause onto the back turns the spell into a soft cushion against that variance: overkill against a small threat still cycles into whatever you actually needed, and the card you pitch can feed a graveyard rather than rotting in hand. That is the quiet design logic behind an otherwise plain effect. The optional discard matters too, since you never have to rummage when your hand is already lean, so the card degrades gracefully into a straight removal spell instead of forcing a bad trade. It is unglamorous by design, a common-level effect built to keep an aggressive-adjacent red deck from flooding on removal in the late game, and its whole value proposition is refusing to be a dead card when the six damage is more than you needed.
