Titan's Revenge
Fireball with a lottery ticket stapled to it. The body is a scaling X-damage spell, the kind red has printed in a dozen flavors since the earliest sets, but the clash rider tries to turn a one-shot burn spell into a repeatable one. The trade is built into how clash works: both players reveal a card, and you only get yours back if its mana value comes out higher. So the recursion is real but unreliable, and worse, it pulls against the rest of red's deckbuilding. To win the clash you want expensive cards riding high in your deck, but an aggressive burn shell is full of cheap spells and lands, which is exactly the curve that loses the reveal. Clash also lets you bin or keep whatever both players show, so there is a thin sequencing decision in whether to leave a big spell where it sits for next draw or push it under, but the payoff (one extra cast of a sorcery you have already spent your turn and most of your mana on) rarely justifies the investment. It is a clean illustration of clash's central problem: a coin-flip dressed up as upside and stapled to a card that wanted certainty, skewed against the very decks that would want to cast it.
