Volcanic Submersion
The five-mana price tag is the giveaway: this is artifact-and-land destruction built for the half of your games when you don't need it at all. Demolish-style effects (destroy an artifact or a land, no enchantments) have always carried the same tension. The answer is narrow, the threat it answers is unpredictable, and a dead card in hand costs you a turn you can't afford. Cycling resolves that tension cleanly. When the opponent has no artifact worth blowing up and no problematic land to strip, the card stops being a stranded answer and becomes raw card flow for two mana. The destruction half is deliberately overcosted to pay for that flexibility: you are buying insurance, not a maindeck staple, and the rate reflects it. The cycling cost sits low enough to fire on an early turn, so the card never clogs your hand the way a conditional answer normally would. That gives it two floors and no ceiling: a hedge against the matchups where targeted destruction wins the game, and a cantrip everywhere else. Land destruction is red's traditional turf, so the broad target selection plays to color identity, but it is the cycling clause that turns a situational removal spell into something worth maindecking. The whole design is a study in pricing flexibility: pay full freight when the target matters, bail out for two when it doesn't.
