Shredded Sails
Two conditional halves, welded to an escape hatch: that is the whole logic of the build. Artifact destruction is squarely red's job, and the four-damage clause is keyed specifically to creatures with flying rather than to any creature, which keeps that mode a reach-answer instead of a catch-all burn spell that happens to hit the sky. Both modes are deliberately situational, and against the wrong opponent either would sit dead. Cycling is what redeems the conditionality. When you draw this against a board with no artifacts and no fliers, the card stops being a stone in your grip and becomes two mana for a fresh look. The design raises the floor of a hate effect without inflating its ceiling: it folds a card-selection release valve into a spell that would otherwise be all-or-nothing. It sits in a lineage of modal-plus-cycling answers built to soften the tax of maindecking narrow removal, where the printed structure guarantees that a whiff costs you the cycling fee and a card slot rather than an entire turn spent holding an answer to a threat that never showed. The point is not the ceiling of either mode but the discipline of the whole package: two targeted effects that would each be too narrow to run alone, made playable by the promise that neither can ever fully waste your draw.


