Puncturing Blow
Five damage to a single creature is overkill against most of what walks the ground, and that excess is the whole proposition: this is removal built for the things that refuse to stay dead. The exile clause is the load-bearing part, and it is a replacement effect, not a trigger. It does not fire when the creature dies; it replaces the death entirely, so the creature never enters the graveyard in the first place. That distinction is exactly what makes it work against persist, undying, and anything carrying a death trigger or a recursion plan: there is no death event for those abilities to see, no body to loop back, nothing to bring back later. What it cannot do matters just as much. A creature that survives the damage outright (indestructible, or simply too large) is never destroyed as a state-based action, so the replacement effect has nothing to catch. This is a spell that finishes a kill cleanly, not one that finds a way to kill the unkillable. The four-mana, double-red cost and sorcery timing are the price of that finality: no ambush at instant speed, no holding it up over combat, just a main-phase commitment to a threat already on the board. The math is honest about its station. Three damage answers most early creatures for a fraction of this, so five-with-exile is reserved for the resilient mid-to-late threat that a cheaper burn spell would only inconvenience. It trades efficiency for certainty, and the players who reach for it are the ones who have already lost a game to something they thought they had killed.

