Calamity of Cinders
A one-sided board wipe that asks you to build the asymmetry with your own tap pattern. Six damage only reaches untapped creatures, and convoke is the lever that decides which side of the table pays: every creature you tap to help cast it is a creature the sweep skips, while everything left untapped, yours and theirs, takes the full six. The sequencing is the whole puzzle. Convoke draws on creatures that are untapped when you cast, so the ideal shell is a wide board you can angle into the spell itself: the more of your team you tap to pay the cost, the fewer of them the damage can find. This is exactly why a token swarm reads as the natural home rather than the wrong one. It does not matter that a token dies to six on its own, because a token tapped for convoke never sees the damage at all; the width both fuels the cast and buys the immunity in a single motion. The friction is in the mana math. Tap most of your board to protect it and you have committed a heavy sorcery and a chunk of your creatures' turn to a spell that adds no threat to the board, only subtracts one from theirs. Leave creatures back untapped to attack or block later and they eat the sweep alongside the enemy team. It plays less like a reset than a finisher for a stalled ground war, the turn a wide red deck stops trading and forces the whole battlefield to answer for a sweep that only lands on one side.

