Inflame
The whole design lives in a single condition checked on resolution: it does nothing on its own, then doubles down on whatever combat or burn already happened this turn. A creature that took one damage in a block can die to the follow-up two; a pair of attackers that traded blows can both be finished off. This is a wrath that asks you to set the table first, rewriting a combat step you have already shaped rather than dictating one outright. The "dealt damage this turn" clause folds the card into a sequence, so it is at its sharpest after a profitable block or alongside another damage source, and inert in a vacuum. That dependency is also the cost. Most red sweepers since have preferred to bring their own damage (Pyroclasm, Anger of the Gods, and Sweltering Suns all hit unconditionally), trading the conditional ceiling for reliability. What you get in exchange is reach: two extra damage stapled to a combat that already went your way, available at instant speed for a single red, turning a chump block or a one-for-one trade into a board-wide cleanup. It is a finisher for math already in motion, not a button you press cold.

