Inferno Jet
Six damage to the face for six mana is not a rate anyone builds a deck around, and the design knows it: the spell exists almost entirely for the stapled to its discard cost. This is a burn spell that spends most of its life as a cantrip, a card you tuck into the deck not to cast but to cycle away when you have no use for it, and then occasionally rip off the top as a finisher when the opponent is in range. The restriction to opponents and planeswalkers (it cannot hit your own life total, and it cannot point at creatures) is the giveaway that it was tuned as a reach card rather than removal: it closes a game from single digits or pushes the last loyalty off a planeswalker, and otherwise it filters. Cycling has always been the mechanic that lets a deck run a high-impact, low-flexibility effect without flooding on it, and this is that bargain at its most literal: a dead card in most spots, a lethal one in the few where it matters, with a draw-a-card escape valve covering the gap between. The payload is the six damage; the cycling is the safety net that keeps the card from ever being a wasted draw.

