Consulate Crackdown
White's answer to a board built of artifacts, written at the broadest possible setting: not one permanent, not a category, but everything your opponents have committed to metal. The closest white had to this kind of mass-exile relief from artifacts was the targeted, one-at-a-time work of cards like Disenchant; this folds the entire opposing artifact line into a single trigger and tucks it under the enchantment until the enchantment leaves. That last clause is what keeps the card honest. The exile is conditional on the enchantment surviving, so the answer is also a target: destroy or bounce the Crackdown and every exiled artifact returns at once, often to a board that has since rebuilt around the absence. It plays less like a hard removal spell and more like a hostage trade, where the leverage lasts exactly as long as the enchantment does. The blowout potential cuts both ways, which is the design's real tension: against an opponent overextended into artifacts it can erase a turn of development outright, but it asks you to protect a five-mana enchantment that the opponent now has every incentive to break. White rarely gets to address artifacts at this scale, and when it does, the scale is the point: the cost of casting it is small next to the cost of letting it resolve uncontested.

