Mob Justice
A reach spell priced per body instead of per point of damage. The design idea is old and clean: convert board width into a single burst of damage to the face, the kind of payoff a go-wide deck needs when the ground stalls and the opponent is sitting behind a hand full of blockers. Most red burn buys a fixed number of points; this buys nothing on an empty board and everything on a full one, and that asymmetry is the whole card. The targeting clause sharpens the angle: damage to a player or planeswalker only, never to creatures, so it cannot trade or clear the way. It is built to leap the board state entirely and end the game from the air. Token strategies and weenie swarms are its natural home, since both manufacture the count it cares about and both tend to flood faster than they can profitably attack into a stocked defense. The friction baked into the rate, that you must commit creatures first and accept they stay committed, is what keeps a one-card kill from being a one-card combo: the damage scales with a board you have already exposed to a sweeper, so the deck pays its risk up front and only collects when the swarm survives long enough to cash in.
