Incinerator of the Guilty
The evidence-collection keyword recasts the graveyard as a payment resource, and this Dragon spends it in the cruelest way available: it converts every point of connection into a scaling board sweep aimed at exactly one opponent. Most red finishers of this size close a game through raw combat math, and the flying, trample body already does that job on its own. What matters is what happens after the hit lands. Exile enough total mana value from your graveyard and damage rains down on that player's creatures and planeswalkers, so a single unblocked swing can flip an entire multi-turn board development in your favor. The pull runs in two directions at once, and they fight for the same turns: you want a stocked graveyard to fuel a huge sweep, but you also want the Dragon to have connected early, before the opponent could stabilize. Collect evidence too eagerly on the first hit and the payoff is small; hold out for a full yard and the opponent may have already answered a six-mana attacker. Because the sweep fires only on combat damage to a player (not on cast, not on entry), it never becomes a repeatable one-card wrath: the body has to survive a combat step and get through, again and again, and the graveyard has to be there to pay each time. It is a payoff dressed as a beater, built for a deck that fills its own yard without trying.




