Dragonback Assault
A board wipe stapled to a Dragon factory, and the sequencing between the two halves is the whole design. The entry damage clears the table of anything three toughness or less, planeswalkers included, but it fires once, on entry, before any land-triggered payoff can build you a board; you sweep first, then rebuild. That ordering is what keeps this from being a symmetrical wrath you cannot come back from. Everything after resolution is asymmetric: the enchantment stays, so every land you drop from here forward manufactures a 4/4 flier, and fetchlands or any extra land drop compress a single turn into two or three Dragons. The card asks for a deckbuilding commitment most sweepers do not: creatures that dodge the three-damage floor (four toughness or better, or bodies you are happy to lose), plus a way to keep flooding the board with lands after the fact. Three colors is the tax for asking green, blue, and red to share a card that ramps into flyers, resets the board, and answers planeswalkers at once. The Temur wedge here does something removal-heavy control usually cannot: it treats the wrath not as a stall but as the opening move of an offense, converting the same lands that fuel your late game into an evasive clock. The reset only happens the one time, on entry, while the token engine runs indefinitely, so the sweep is a one-time cost paid up front for a recurring payoff.



