Soul Sear
Five damage at instant speed answers almost any creature outright, but on its own that would make this a slightly overpriced burn spell pointed at bodies. The real design work is the rider stripping indestructible until end of turn. Damage-based removal has always had a structural blind spot against threats built to shrug it off: the wave of indestructible finishers, the counter-shielded gods and dragons that ignore ordinary burn entirely. This folds the answer to that immunity into the same spell. Note the sequencing, because it is the whole point: the damage lands first, then indestructible is stripped, so when the spell finishes resolving a state-based check finally gets to destroy a permanent already sitting on lethal damage. A creature that would normally survive five damage marked on it dies the moment the shield comes off. The effect reaches planeswalkers too, where five clears most loyalty totals in a single shot. The cost is the honesty in the design: a burn spell that only points at creatures and planeswalkers, never faces, keeps it in the removal lane rather than the reach lane. It is tuned tech disguised as a generic five-damage spell, worth the most precisely when the opponent has invested in a threat that thinks it cannot be burned.

