Unsparing Boltcaster
The conditional turns removal into a two-card contract: something has to bruise the target first, and then this arrives to finish the job. Five damage from a three-mana body is a rate red almost never gets to see on an enters trigger, and the reason it can print that high is the gate. The target must already have been dealt damage this turn, which folds the spell into red's natural rhythm of combat and burn rather than handing you clean, unconditional removal. A blocker that traded down, a creature that ate a point off a small burn spell, an attacker that got chipped: each becomes fair game, and the 3/3 that carries the trigger keeps pressing the board afterward. The design leans on red's real strength (spending small resources to create the opening) instead of pretending red can point-and-kill for cheap. It rewards sequencing, since the damage has to land before the Ogre does, and it punishes overcommitting into a red player holding a burn spell and this in hand. The window matters too: because the condition only asks that damage happened this turn, a first-strike poke, a ping, or a pre-combat shock all set it up before you ever cast the creature. It is red removal built the way red removal ought to be built, with the finishing blow priced against the effort of landing the first one.
