Roil's Retribution
White does not get to point five damage wherever it likes; the color trades that freedom for a combat-step restriction, and this card lives inside that trade. The damage is real and divisible: enough to clear a wide attack, snipe two or three threats at once, or blow out a single overextended swing. But every target has to be attacking or blocking, which means the card is a dead draw until the opponent commits creatures to combat. That constraint is doing all the work. It pays for the flexibility of free division and the instant-speed timing by demanding the right window: you hold it up, the opponent walks creatures into the red zone, and only then does it answer. Aim it at a stalled board with nothing swinging and there are no legal targets worth having; it accomplishes nothing. Fire it the moment a player taps out to alpha strike, and it can erase the board and the game in a single response. The lineage here is the white punisher trick, the answer that turns an opponent's attack against them, and this one resolves that tension by handing white something close to a burn spell it is only allowed to cast across the combat line. The reward for waiting is total. The catch is that waiting is mandatory: the card sits inert in hand every turn nobody is willing to commit to combat.
