Pyretic Ritual
The math is the catch: two mana goes in, three red comes out, and the profit is exactly one. That single net mana is why rituals like this live and die by what they feed, not by what they make. Spend the surplus on nothing and you have lost a card to gain a mana you cannot bank past the turn; spend it the instant you cast it, on a spell whose ceiling scales past four total mana, and the ritual quietly buys a turn of tempo it had no business affording. This is the descendant of Dark Ritual's red-side logic, with the color tax: black's classic costs a single swamp and nets two, red's equivalent costs two and nets one, because red's payoffs (a giant burn spell, an oversized creature dropped early) tend to be louder than black's. Cast at instant speed, it lets you sink the burst into an end-step play or react to a window rather than committing on your own main phase. It produces three red specifically, not generic mana, which narrows it to mono-red or near-mono-red shells and rewards spells hungry for red pips over colorless cost. A card that does nothing by itself and everything as a combo piece, it is a fuse: harmless until the thing on the other end is worth more than the card you spent to light it.





