Voltage Surge
The math is doing the persuading here. Two damage for one red mana is a rate that rarely earns a slot on its own; four damage for one red mana is a burn spell nobody prices that low. The scaling clause bridges the two, but only if you have an artifact you can spare, which turns this from a removal spell into a payoff for a board already generating disposable permanents: tokens off a construct engine, a spent Equipment, a sacrificial Treasure. That last case is the one the whole design bends toward, because a Treasure token exists to be consumed anyway, and here it converts directly into two extra points of removal, enough to swing a fight or push through the last toughness on a resilient threat. The design pins the reward to the deck's texture rather than to the caster's discipline: an artifact-light deck gets a mediocre two-damage instant, an artifact-dense one gets a genuine four-damage answer at the same cost. The sacrifice being a real cost paid up front is the counterweight that stops it from strictly outclassing a plain burn spell, since you cannot bluff the upgrade or hold it for value; the artifact is gone whether the four damage matters or not. It reads as a modest Shock variant and functions as a modular removal outlet whose ceiling is set by how many artifacts you can afford to feed it.
