Roil Eruption
The kicker here is doing something quieter than it looks: it turns a cheap burn spell into a late-game mana sink without adding a second card to your hand. Three damage for is the aggressive baseline, the rate you want when you cast it early to kill a creature or clock a face. The kicked mode demands
more, seven mana all told, and buys just two extra damage. On raw math that trade looks miserable, and that is precisely the point: the price is set so the extra reach never feels free, but always stays available. This is a burn spell built to stay live in the top half of a game as much as the bottom. When lands are flooding in and three damage has stopped closing anything, the kicked mode becomes a five-point finisher for a stalled board or a planeswalker that would otherwise survive. The "any target" clause keeps both modes relevant against creatures, players, and walkers without asking you to commit in advance. A flat three-damage spell rots in hand once the early game is over; the steep kicker is the mechanism that gives a red deck a reason to keep drawing burn long after the first three points have stopped being enough. It is scaling built into a single card, paid for by a cost curve that only pays off when nothing cheaper will do.


