Repeating Barrage
The recursion clause is the whole pitch, and its slowness is the point. Three damage at sorcery speed is a fair rate and nothing more; the cost of buying it back, five mana with two of it red, is steep enough that you will rarely cast and rebuy in the same turn. The trade is an attrition floor: a burn spell that refuses to run out as long as you keep swinging. The raid condition welds the card to a board presence, which is the genuine tension here. You cannot sit back and grind with it from an empty battlefield; you have to be the deck pressing the attack, which is exactly the posture in which a recurring three-point reach spell matters most, closing games and clearing blockers turn after turn. That makes it a payoff for an aggressive game plan rather than a generically efficient one. It rewards a board that is already winning and does little to rescue a board that has stalled, which is the honest read on every raid card: the cost is paid in your willingness to attack first and ask questions later.

