Tragic Trajectory
Two removal spells wear the same body here, and which one you cast depends entirely on what your turn has already produced. Fired into an empty turn, this shrinks a creature by -2/-2: enough to clear a one-toughness attacker or a chump blocker for a mana that rarely dents tempo, but nothing more. Satisfy the Void condition (a nonland permanent gone this turn, or a spell warped earlier) and the same spell lands as -10/-10 instead, which puts nearly anything on the board into the graveyard. The design tension lives in that gap. The card is built to be the second thing you do, not the first: trade in combat, sacrifice a token, resolve a warped spell, then follow with this as the payoff. It punishes firing early and rewards a player who has already committed to a sequence. The Void clause is not a trigger but a replacement effect: it does not wait for a stack event, it simply reads the state of the turn as the spell resolves and swaps the floor for the ceiling if the board already qualifies. The condition asks little, since incidental death is everywhere: an expiring token, a creature lost to combat, a cracked artifact all count, though a fetchland does not, because what left has to be nonland. The result is a scalable answer gated by board state rather than by an escalating mana cost. It charges attention rather than mana: the ceiling is free if the turn has already killed something, and locked to the floor if it hasn't.
