Runeflare Trap
Hold up a single red mana and wait for the opponent to do your math for you. This is a punisher tuned to a precise trigger: the moment someone draws three or more cards in a turn, a six-mana instant nobody would ever cast collapses to a token price, and the damage scales with the fat hand that same explosive turn just produced. The cruelty is that the trigger and the payload come from the same source. The engines that combo and control decks are built on (the cantrip chain, the big draw spell, the wheel) are exactly what arms this card and stocks the hand it then burns to the face. A turn that draws three almost always leaves a loaded grip, so the more an opponent leans on their card economy, the larger the bolt waiting for them. At full cost it is dead weight; at the single-red discount it is a near-free interrupt aimed at the kind of overextension it was designed to answer. Everything hinges on reading the draw before it happens and keeping that one red mana untapped, which is the bet every Trap asks: spend nothing in tempo for most of the game, then cash in the instant the opponent's own advantage turns into a target.
