Street Spasm
Overload's whole pitch is the option to scale up: cast it cheap and targeted when one creature is the problem, or pay the heavier symbol-doubled cost to fan the same effect across the table. This one writes a flying exemption into both modes, so the X-damage sweep clears the ground while leaving fliers untouched, which makes it a one-sided weapon against the slow, grounded creatures that clog a board. The "you don't control" clause keeps your own team safe, a nice touch on the overload side where indiscriminate burn would otherwise scorch your own attackers. What gives the card its texture is the late-game inflection point: early, it is a flexible burn instant that pays exactly for the creature you need dead; later, the overload cost converts it into a scalable instant-speed wrath that punishes anyone who tried to flood the board with toughness instead of evasion. The flying restriction is the honest tax on that flexibility, the carve-out that stops it from being a clean answer to every threat and instead steers it toward a specific kind of board: wide, grounded, and overcommitted.



