Ruinous Rampage
The modal split here is the whole design decision: one mode is a clean three-to-the-face reach spell in the tradition of Fireblast-style closers, the other is a sweeping artifact exile that clears the mana rocks, Signets, Sol Rings, and cheap equipment on the table. Neither half is worth a maindeck slot on its own in most decks, and that is the point. This is a versatility card, the sort of split that lives to make one copy relevant across two very different game states: the burn plan when the opponent is a stalled control shell, the reset button when they have assembled an artifact engine. What makes the artifact mode notable is its breadth. Exile, not destruction, means it dodges the regeneration and death-trigger tricks that soften a Shatterstorm, and the three-or-less clause is calibrated to catch the ramp and utility artifacts that clog the low end of a curve while leaving the expensive payoffs alone. Red often gets to answer artifacts at instant speed, but this does not; the sorcery timing keeps both modes honest, forcing you to commit on your own turn rather than holding it up as a reactive trap. The card asks a builder to accept a dead half in exchange for never drawing the wrong tool.
