Sarkhan's Dragonfire
The price tag tells you the removal is not the point. Three damage to any target is a floor a burn spell would never pay a full five mana to reach on its own; this one buys the removal and a dig on the same sorcery, and the second half carries the interesting freight. The filtering runs five cards deep but pays out only a red card, which quietly draws the deckbuilding constraint for you: play close to monored or that clause sits idle. What comes back is one card into hand while the other four go under the deck scrambled, and that scrambling is the discipline in the design. A real tutor hands you library knowledge along with the card; this hands you a threat and then shuffles what you passed over, so you cannot mine it for information about your next four draws. The result is a two-for-one that lands a beat or two after an aggressive deck would want it, which reclassifies it: less a removal spell with a rider, more a midrange catch-up piece that happens to clear a blocker while it refills. Cards built on this axis trade tempo for gas, spending mana up front to avoid running dry later. This is glue for a red deck that wants both halves badly enough to pay retail for getting them stapled together.
