Molten Vortex
Seismic Assault, priced to open the game instead of end it. Both are red enchantments that turn spare lands into repeatable burn, but the split in cost tells you what each is for: Seismic Assault triggers for free, so a hand full of lands becomes a single explosive turn; this one taxes each shot a red apiece, metering the damage out one activation at a time. That recurring cost is the discipline. Flooding here is a slow grind rather than a sudden kill, which is the trade you accept for the cheaper enchantment on the front end. The discard clause is the real hook for builders, because it fixes a conversion rate for the worst cards in a flooded draw: dead lands become two-point removal or reach, on demand, at any point on the stack. A sorcery burn spell rotting in hand can only fire on your turn; this answers a threat or closes a game whenever the stack is open, at instant speed. The deck it wants is narrow by design, because most decks cannot afford to run surplus lands purely as ammunition, and the enchantment does nothing until those extra lands show up. But where a deck genuinely wants to draw more lands than it can play, a one-mana permanent that spends each redundant land for two damage is a closer paid for entirely by the cards a flooded draw was going to waste anyway.
