Coastal Breach
Undaunted is the whole balancing act, and it works the way most Commander-only cost reducers work: the discount scales with the number of opponents, not the size of the board. At the printed seven it is a sluggish reset nobody reaches for, but at a full four-player table it collapses toward four mana, and the more opponents you have arrayed against you, the cheaper it comes down. The board it hits can be arbitrarily large; the price it costs is pegged only to how many people are trying to beat you. What lands is a full-table bounce, the gentler cousin of a Wrath of God. Nothing dies, so opponents keep their cards and their commanders; this buys tempo, not card advantage. A player rebuilding from hand has lost a turn of redeployment, every token to oblivion, and the sequencing they had spent the game assembling, but the resources themselves survive. That reversibility is the tension the design lives inside: an effect opponents can fully recover from, made affordable precisely in the multiplayer games where recovery is slowest because everyone is rebuilding at once. Cast into an overdeveloped four-way board it is one of the most lopsided tempo swings blue offers; cast against a lone opponent it stays stuck near the printed seven and does nothing but waste your turn.
