Akroma's Vengeance
What separates a wrath from a dead card in hand is whether you can do anything with it when the board is empty, and the cycling clause answers that directly: pay three, draw a card, never get blown out by drawing your sweeper in a topdeck war. That single change reframes how a control deck treats its mass removal. The Wrath of God school accepts that you will sometimes hold a sorcery that does nothing; this one converts the dead copy into a fresh card and moves on. The destruction half is broader than the white standard, too, reaching artifacts and enchantments alongside creatures rather than stopping at the battlefield's bodies. The price for that scope is six mana, two clean turns above the Wrath baseline, so the choice is rarely abstract: spend the full cost for a near-total board reset, or spend three to dig when a reset would only hurt. Most cards with cycling treat the alternative as a small mercy on a narrow effect; here it sits beneath one of the heaviest reset buttons white prints, and that pairing is what gives the option real weight. A board wipe that is also a cantrip in the games where you do not need a board wipe is a deckbuilding luxury, and it is the reason this card kept showing up in white control shells long after cheaper sweepers were available.

Rules text
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Other printings
- Commander 2020#74
- Commander 2018#62
- Masters 25#3
- Commander Anthology#2
- From the Vault: Twenty#11
- Commander 2011#3
- Planechase#1
- World Championship Decks 2004#jn2








