Joust
Fight spells have always fought an uphill battle in red: the color that deals damage best already has burn that never risks a creature back, so a fight spell has to buy its way out of that comparison. This one does it with a tribal rider, handing a Knight +2/+1 before the punches land. The math is the pitch. Against a two-mana fight, red normally hopes its creature is simply bigger; here a Knight that would trade or die instead swings the power gap by two and walks away, turning a coin-flip exchange into a clean removal spell that also leaves your board intact. The buff is conditional, so outside a Knights shell the card reverts to a plain fight, with all the plain fight's problems: it needs a creature on the table, it dies to a removal response before it resolves, and it can two-for-one you if the opponent has an instant. That fragility is the price of the rate. What makes the design tick is how tightly the reward is fenced to a single creature type; the spell is only good when your deck is built to make it good, which is exactly how a tribal payoff is supposed to read. Strip the Knight clause and you have a card no red deck wants; keep it, and you have a removal spell that only a Knights deck can cast at its full price.
