Refraction Trap
Most conditional-cost spells sell a discount on an honest, overcosted rate, undercutting the price the instant an opponent walks into the condition. Here the condition is a red instant or sorcery, and the payoff is one of the cleaner pieces of color-pie revenge ever stapled to a spell. White does damage prevention; the sting comes from the redirection clause, which converts the prevented damage into a burn spell pointed wherever you like. A burn-heavy opponent who fires off a removal spell or a face-burn turn isn't just blanked: the damage gets reflected, often back at the caster. The catch is that the discount is a reaction, not a plan. If the opponent never casts the red spell, you are holding a four-mana prevention shield, and even at the discounted rate the prevention caps at three. That ceiling holds it back from being a pure punish card; it answers one spell or one swing, not a board. The design also leans entirely on a metagame read, since the condition is keyed to a single archetype's color and spell type. When the read is right, paying a single white mana to both negate a burn spell and throw it back is among the most lopsided trades white gets to make. When the read is wrong, the card is a hand-clogging overcost waiting on a hope.
