Cease // Desist
A split card is the only frame that lets one draw answer two problems that almost never share a window. Cease is graveyard interaction built to never sit dead in hand: the exile handles reanimator targets, flashback fuel, delve fodder, or a single threatening card in a yard, and the life-plus-draw rider means an empty graveyard is no obstacle. Point it at nothing and it still cycles for two life and a card. That guaranteed floor is the whole point; graveyard hate that whiffs against a clean yard becomes a dead card, and this one never does. Desist is the categorical reset: every artifact and enchantment gone at once, an answer sized to a whole deck's worth of permanents rather than a single problem. Because this is a true split and not an aftermath card, both halves are always live. You are not sequencing one into the other; you are choosing which threat is in front of you when the mana comes up. The design logic tracks the clock: you want the cheap hybrid interaction early, castable off almost any color base, and you want the heavy sweeper later, against a board that has overcommitted into it. Bundling the two is a hedge against variance, one draw that covers whichever of two very different threats the game actually presents.
