Angrath's Rampage
The elegant thing here is that it targets the player, not the permanent, so the opponent chooses what dies. Edict effects, the ones that force a sacrifice rather than letting you point at a specific object, trace back to Diabolic Edict and its ancestors: because they never target the creature, they cut clean through hexproof, protection, and shroud. This design takes that opponent-chooses framework and splits it across three permanent types, so for two mana you can strip an artifact, a creature, or a planeswalker while still honoring the edict's central bargain. That bargain is the cost. Name a category and the opponent hands you the least valuable object in it, so against a board with a token or a chump blocker the sacrifice mode misses the thing you actually wanted gone. It reads as a catch-all; it only ever removes whatever the opponent can most afford to lose. Where it earns its keep is the planeswalker mode, which is genuinely scarce in black-red at this rate: most cheap removal cannot touch a walker at all, and forcing one to be sacrificed sidesteps the usual problem of having to grind loyalty down with combat damage. The card is at its best when the opponent has exactly one thing worth taking (a lone threat, a single walker, a key artifact) and at its worst against a flooded board, which is the honest tension every edict has carried since the effect first appeared.
