Fated Clash
The wrath that waits for the perfect combat step. A board wipe on a white five-drop is nothing new, but the flash clause here is a genuine wrinkle: the card unlocks instant speed only when the board is mid-swing, one creature attacking and one blocking, which is exactly the moment a symmetrical destroy-all effect stops being symmetrical. You pick the fight, let your opponent commit blockers or attackers, then answer during combat with two creatures pre-selected to walk away. The dual indestructible grant is the mechanism that turns a mutual sweep into a one-for-you-and-one-for-them exchange: one of your creatures survives, one of theirs survives (the one you least mind leaving alive), and everything else dies with the stack still resolving. That opponent-side target is the clever tension in the design; you are not simply protecting your own board, you are choosing which enemy threat gets spared, which matters when the survivor is a small utility body rather than the bomb you actually wanted gone. Read as a straight sorcery it looks overcosted for a wrath, but the conditional flash permission reframes it as a combat trick that happens to reset the battlefield, punishing an all-in attack or a greedy block at the precise window when the opponent has the least room to respond.
