Doomfall
The choice is the whole point, and it solves the oldest problem black targeted disruption has: matchup-dependence. A pure hand-stripping spell whiffs against a board-flooded aggro deck that has dumped its grip; a creature-only removal spell rots in hand against a control deck whose threats live on the stack and in the library. This splits the difference at sorcery speed, letting the caster read the table and pick the lever that bites. The edict half (the opponent chooses which creature to exile) sidesteps hexproof, ward, and indestructibility by making the controller do the killing themselves, and exile rather than destroy shuts the door on recursion. The Thoughtseize half names no card type as off-limits beyond lands, so it reaches planeswalkers, combo pieces, and bombs alike, and again exiles rather than discards, dodging the graveyard-as-resource decks that treat a binned card as a feature. What you pay for that flexibility is the body of the spell itself: each mode is a strictly worse version of a dedicated specialist. The edict cannot choose its target the way single-target removal can, and the hand attack arrives a turn or two slower than a one-mana discard spell and surrenders the early-game tempo that makes proactive disruption worth running. It is built for the deck that cannot afford a dead card and would rather pay a premium to never draw the wrong tool.


