Orim's Thunder
Most artifact-and-enchantment removal asks you to commit a card slot to answers you may never need. Apocalypse, the set that made every common allied-and-enemy color pairing earn its keep through kicker, answered that with a spell that scales: spend the base cost and you have clean Disenchant-grade removal; spend the additional red and the destroyed permanent's own mana value becomes a burn spell pointed at a creature. The elegance is that the card's offense is funded by the thing it just killed. A bigger artifact or enchantment means a bigger payoff, so the spell punishes exactly the expensive permanents that a player most wanted to keep around, and it does so at instant speed, letting you wait for an attack or an activation before pulling the trigger. The constraint that keeps it honest is the red pip: the kicked mode is locked behind a second color, so the full effect belongs to Boros-aligned decks rather than mono-white, and a white deck that can only pay the base price gets a fair-rate answer and nothing more. It sits in the lineage of white removal that grew teeth in the late Invasion block, where kicker turned utility spells into two-mode tools and asked players to decide, at the moment of casting, how much value they were willing to mine from a single card.






