Brotherhood's End
Two board answers stapled together, and the split is the design. The first mode is a red Pyroclasm that reaches planeswalkers too, three damage to every creature and every walker at once: a sweep sized to catch the mid-size boards red often cannot burn through profitably. The second mode ignores the battlefield state entirely and destroys all artifacts three mana value or less, regardless of what they are doing. Red has always owned mass artifact destruction (Shatterstorm, Vandalblast, and their kin go back decades), so what is notable here is not that a red spell breaks artifacts but that it can trade that job for a creature-and-walker wrath from the same card. The modal frame is what keeps both halves fair. You choose one, so the card is never both a creature answer and an artifact answer in a single cast, and each mode has a ceiling: the damage sweep leaves anything with four or more toughness standing, and the artifact mode leaves the four-drops and up untouched. The three-mana-value line on the artifact clause is doing quiet work, drawing the destruction band tightly enough to clear the cheap engine pieces and mana rocks without vaporizing the expensive payoffs. What red gets here is optionality against two different problem boards folded into one card, at the cost of only ever solving one of them per cast.








