Parch
Burn that hates a color is a specific subgenre of removal, and Parch executes it about as cleanly as the form allows: a flexible two-damage strike that doubles its output when the target wears blue. The modal split is the whole design. The general mode keeps the card live against any opponent (two damage to face or a creature, a fine rate at instant speed), while the conditional mode rewards a metagame read without bricking when blue isn't present. That asymmetry is the point. Doubling damage against a single color is a heavy thumb on the scale, deliberately calibrated for an era when blue meant tempo creatures and value engines worth four points of reach. Color-hosers earn their place by not reading as dead draws, and the modal structure threads that needle by folding the hate into a spell that is always at least functional: even the all-out punisher mode has a baseline to fall back on. The lineage runs through every "do extra to the enemy color" effect built to punish a specific archetype without becoming a sideboard-only liability; here the punishment and the floor live on the same card, both available at instant speed and both chosen in the same breath you commit the spell.
