Warlord's Fury
A one-mana sorcery that gives your board first strike and replaces itself: the second line is the whole pitch. As a sorcery, this is not a surprise weapon. You cast it in your own main phase, so the first-strike grant is public information before you attack, and the opponent gets to declare blocks knowing exactly what the damage math looks like. That strips away the ambush role most first-strike effects trade on and leaves a narrower job: pre-committing to an alpha strike where first strike lets your smaller attackers survive the exchange and trade up. The reason the card is still worth a slot is the cantrip. Draw a card means the first-strike clause is upside rather than a liability; when the board makes it irrelevant, you have spent a red mana to dig one deeper and lost nothing. That floor reframes the whole design. Standalone combat effects punish you for drawing them at the wrong time, so they want to be held; attaching a replacement card removes that tension entirely, since the worst outcome is a cycle and the best is a lopsided combat step you announced in advance. What it does not do defines the ceiling: no power boost, no protection, no instant-speed flexibility. It rewards a wide board and a red deck that wants every card to keep the hand replenished while still threatening to skew a fight in the attack step.
