End Hostilities
The line about Wrath of God that everyone repeats is that it does not destroy Auras and Equipment; this is the wrath that does. The extra clause sweeping permanents attached to creatures is the entire reason it exists at five mana instead of four: it is built to leave nothing useful behind, so the opponent who loses a board of enchanted threats also loses the enchantments. Against decks that lean on Auras or that bolt a creature with a stack of Equipment, that distinction is the difference between resetting the board and resetting the board while the opponent re-equips next turn. The cost is the cost. White's clean four-mana sweepers (Wrath of God, Day of Judgment) trade their fifth mana for a tighter scope; this one buys total coverage and pays for it in tempo. It is a sorcery, so it shares the structural weakness of every board wipe in the color: you tap out on your own turn and live with whatever the opponent commits afterward. What sets it apart from its predecessors is not power level but thoroughness, a piece of sweeper design aimed squarely at the threat that survives the standard wrath: the creature whose value lives in what is bolted to it.
