Dismantling Wave
The genius here is that both halves of the card answer the same problem from opposite ends. Cast on the front, it is surgical: one artifact or enchantment per opponent, letting you pick off the specific mana rock or lock piece each player leans on while leaving your own board intact. That precision matters at a table where scattershot removal is cheap and targeted, table-scaling removal is not. But the punishing cycling cost buys the opposite mode entirely: pitch it for the same card draw a plain cycling spell offers, and the discard trigger sweeps every artifact and enchantment in play, yours included. The steep cost is the balancing act; you are paying a premium for the privilege of blowing up the whole category at instant speed, when a critical mass of opponents' permanents makes the symmetry worth eating. What sells the design is that you are never dead-drawing it. The card is a scalpel when you have targets worth naming and a nuke when the board has spiraled past surgery, and the choice lives entirely in your hand until you decide which threat profile you are facing. Most flexible white removal picks a lane; this one refuses to, and the mana it charges for the sweep is exactly the cost of keeping both lanes open on a single card.




