Apocalypse
A scorched-earth button red rarely gets to push, and the cost is paid in two currencies at once. Wraths normally hit a category: creatures, or artifacts and enchantments, or lands. This one resets the entire board to zero, exiling every permanent regardless of color or type, so there is no graveyard recursion to lean on afterward and no land base left standing on either side. The five-mana, triple-red price tag is steep enough on its own, but the discard-your-hand clause is the real design discipline: it forces the caster down to an empty hand of their own. You cannot stockpile a hand of threats, fire this off, and rebuild from a position of advantage; the spell deliberately strips the asymmetry that would make a board reset a tempo engine. That self-symmetry is what keeps a total exile sweeper from being a degenerate reset-and-win button. It rewards a deck willing to gamble that a hand-empty, board-empty restart still favors it, whether through a faster clock off the top or a topdeck war it expects to win, rather than one looking to cash in stored resources. The exile language matters too: against decks built on recursion and graveyard value, this is a harder lock than a destroy effect, because nothing comes back to be rebought. A blunt instrument by design, sized so that the player pressing it is not exempt from the blast radius.
