Balancing Act
Where most symmetric resets pick a single card type and level it, this one collapses everyone's permanents and everyone's hand down to whatever the most-depleted player can muster, and it evaluates the two independently. The permanent count is set by whoever controls the fewest permanents; the discard floor is set, separately, by whoever holds the fewest cards. Those can be two different players, which is the wrinkle the symmetry hides. A player sitting on a single land drags the whole table to one permanent apiece, while a player who has emptied their hand to a single card forces everyone else to pitch down to one card too. The natural home is a deck built to be that depleted player on purpose: a land-destruction or prison shell that strips its own board to a minimum, dumps its own hand, then casts this to drag opponents into the same poverty before grinding out a win from parity. That is a narrow and demanding ask, which keeps it a puzzle piece rather than a staple. White's catalog of reset effects that punish opponents for developing is a thin one, and this is the most total of them, the only one to reach into hands as well as battlefields. The price of that totality is that it hits you exactly as hard unless you have done the work of getting low first.
