Spikefield Hazard // Spikefield Cave
One point of damage is barely removal, but the exile rider is what makes this a real answer: anything it kills is gone before death triggers fire or a graveyard can recur it, which turns a marginal ping into a check on undying bodies and recursive threats. That upside rides a modal double-faced card, so the line solves the two ugliest hands a low-curve red deck can keep: the one that floods on excess mana sources and the one clogged with reactive spells that do nothing to the board. Draw it early and it fixes; draw it late and it interacts, and you decide which the game needs each time rather than committing to one role in deckbuilding. The design logic is subtraction of risk rather than addition of power. You do not pay a premium for the flexibility; you pay with a slow-entering red source and a single point of reach, and that modest trade is what keeps this line of hazard duals durable. The ping is small, but the exile clause does structural work a plain damage source cannot, and the split between fixing and interaction never leaves the card stranded.
