Liquid Fire
Five points of damage to split however you like, declared up front: zero on the creature and all five at the face, all five at the creature and nothing to its controller, or any allocation between. The math is the trap. Six mana for a maximum of five damage to a creature is a dreadful rate, and six mana to deal five to a player is worse; the spell only earns its slot when you genuinely want both halves at once, killing a midrange threat and burning the opponent with the same card. That window is narrow enough that it mostly behaves as a flexible-but-overpriced removal spell that throws a little reach at the dome. This is sorcery-speed point-damage from an era when point-damage at this cost still read as a reasonable line on a card. The choose-the-number-as-an-additional-cost wrinkle predates the modern habit of dividing damage on resolution, and it forces the commitment before anyone gets priority, so a sacrifice outlet or a fog answers a creature kill you have already paid full freight for. The card belongs to a particular old-red sensibility: damage as a resource you allocate among targets, priced like a luxury rather than a tempo play, where the choice itself was supposed to be the value and the rate was an afterthought.
