Explosive Getaway
The clever half is the timing gap. Blinking your own creature is old news; the trick here is that the flicker and the wrath resolve off the same spell, so the exiled permanent sits safely out of the game while four damage sweeps the rest of the board. That target is optional and can point at an artifact or a creature, which means the spell reads as a sweeper that spares one of your bodies whenever you have a creature worth saving: exile your best blocker, cook the opposing team, and get your creature back at the next end step untapped and unharmed. Point it at an enemy artifact instead and you buy a turn of tempo while still clearing the ground, though the sweeper hits your side too if you leave your own creatures home. Red-white has always wanted this exact effect (a mass removal spell that can spare one of your own creatures), and the genre usually pays for it with awkward restrictions or a cap on what survives. This resolves the tension by narrowing the protection to a single permanent rather than the whole team, which keeps the wrath honest: you save one thing, not everything. The blink also scrubs auras, counters, and marked damage off whatever you exile, so a sorcery-speed spell that would ordinarily just clear the board can, on the main phase, untangle your own creature from an enemy Pacifism or reset its damage before the sweep lands.






