Mjölnir's Might
Burn aimed at players rather than creatures is a narrower deal than it looks, and this welds that narrowness to the one resource red hands out grudgingly: card selection. Four damage to a single target player skips the board entirely, so the spell offers nothing against an aggressive position; what it gives instead is an impulse draw that cushions the tempo cost of spending four mana on something that touches no permanent. The impulse clause is the more interesting half. It doesn't add a card to your hand: it banks one in exile with a two-turn window to play it, generous enough to catch a land drop or a second spell, tight enough that whiffing on a card you can't afford to play is a real loss. That two-turn clock is the whole gamble, and it pays out only for a list that can actually deploy whatever it turns up rather than treating the exiled card as advantage safely stored. Red has a long history of these effects, the ones that trade permanent card advantage for immediacy and bet on drawing something castable now; this attaches that draw to a bolt pointed squarely at a face. As a one-shot sorcery it isn't an engine. It's a single beat that fuses two things red usually has to pay for separately, and it asks whether you can convert the library-top gamble before the exile window closes.
