Seismic Rupture
The "without flying" clause is the entire pitch. Red's two-damage sweepers have long fought their own color identity: red wants to attack, and a board wipe that scrubs your own creatures off the table works against the grain. By exempting fliers, this one tilts the symmetry in favor of a deck built upward rather than wide, the kind that can clear an opponent's ground stall while its own evasive threats sail over untouched. It sits in the same lineage as Pyroclasm and Anger of the Gods, but where those are flat, indiscriminate wraths, this one is selectively merciful. The catch is the damage ceiling: two points clears the swarm of one- and two-toughness creatures that small-creature strategies are made of, and does nothing to the four- and five-drops that close games. That makes it a tempo tool rather than a reset button, a way to punish a flood of cheap bodies on the turn they overextend rather than a panic answer to a developed board. The design reads as a deliberate attempt to give red a sweeper it can actually run alongside a proactive plan, instead of a card it only sides into against decks faster than itself.

