Fall to Earth
Exile is the premium currency of white removal, the answer that ignores regeneration, indestructibility, and death triggers alike, and this pays for it in two ways: the five-mana clock and a symmetric life gift that hands your opponent three life alongside your own. The life clause is the honest tax on the exile, a concession that undermines the card as a race-closer even as it clears the biggest problem on the board. What keeps the slot from going dead in the games where five mana for one removal spell is too slow is the discard mode: basic landcycling turns a stranded answer into a land drop for two mana, so the card never rots in hand against a board you cannot profitably point it at. That flexibility is the whole design logic here, a removal spell built to double as fixing when the removal half is irrelevant. The lineage is older than it looks: cycling and its typecycling variants have long been white and blue's method for smoothing the top of the deck, letting a situational card cash out for exactly the resource the moment demands. Fall to Earth extends that idea to premium exile removal, accepting a steep rate and a symmetric drawback in exchange for the guarantee that it is never a card you regret drawing.
