Corpse Explosion
The additional cost is the whole engine: exile a creature from your graveyard, and its power becomes the wattage of a sweeper that hits every creature and every planeswalker at once. That coupling turns a graveyard full of dead attackers into a scaling wrath you tune yourself. A yard stocked with two- and three-power bodies clears a token swarm; feed it something enormous (a fatty that traded, a large creature you sacrificed on purpose), and it doubles as removal big enough to knock out a planeswalker or three. The design lives at the intersection of two black-red obsessions: the graveyard as a resource to be spent, and burn that hits without targeting, so ward and hexproof do nothing to stop it. But because it deals damage rather than destroying, toughness still matters: anything with more toughness than the exiled card's power walks away, which quietly rewards you for exiling the biggest thing available. The other catch is symmetry. It does not spare your own board, so the payoff comes from building around it: aristocrats shells that want their creatures dead anyway, sacrifice loops that keep the yard stocked, or a deck whose threats simply outsize the opponent's. Corpse Explosion asks two questions in one cast (what did you kill, and how big was it), and the answer to the second is a number you set through deckbuilding rather than one the card hands you. That is a sharper knob than most sweepers offer, and it rewards a graveyard treated as ammunition rather than a byproduct.




