Crush the Weak
Two damage to the whole board sits at a deliberate altitude: it clears tokens, mana dorks, and one-toughness aggressive shells, but leaves anything with real toughness untouched. The exile clause is the part that pushes this past a small sweep. Whatever the damage kills leaves the game entirely, turning a cheap wrath into graveyard denial in the same breath: no death triggers banked, no recursion to loop, nothing waiting in the yard to reanimate. Red seldom gets a clean answer to resilient go-wide strategies, and here that hate is welded onto the sweeper rather than parked in a separate slot. Foretell resolves the tempo bind every cheap board wipe carries. Holding a wrath against a fast start usually means clutching it while the aggressor commits and you fall behind; instead you can bury it face down before the board is worth clearing, then cast it for its foretell cost once the swarm has arrived. The total mana comes out the same either way, and you telegraph only that something is coming, never what. A small, targeted wrath built to prey on the low-toughness, wide-and-cheap decks red normally loses the race to, with a burial clause that makes the sweep permanent.

