Orcish Cannonade
Three life is the toll, and the math is what makes this design honest. Pay two damage to anything that matters, three damage to yourself, and replace the card in hand: a cantripping removal spell that bills you steeper than it bills the target. That self-inflicted 3 is not flavor varnish; it is the lever that keeps the rate in check, turning a clean kill-and-draw into a deliberate life-resource trade. The shape recurs in a handful of red spells that bolt your own dome to buy card advantage, where the deck either treats life as fuel (an aggressive plan that does not expect to reach the long game) or pairs the burn with a life payoff so the cost cycles back as upside. What it solves is red's oldest deckbuilding tension: card disadvantage. Red empties its hand and then runs out of gas, so a removal spell that refills itself addresses the color's structural weakness at the price the color is most willing to pay. The two damage caps its ceiling as interaction, the three damage caps how often you can lean on it, and the draw is the reason you bother. It reads as a strictly worse burn spell only until you account for the card it leaves behind.




