Glare of Heresy
Most color-hate cares about a permanent type first and asks which color it happens to be second; this inverts the order, caring only about color and not at all about type. White's most resilient threats, the planeswalkers, the enchantments, the indestructible bodies, the recursive creatures that turn their own deaths into value, all collapse into a single targeting line: if it is white, it is fair game for two mana. Exile rather than destruction is the second half of the bargain, sidestepping indestructibility, regeneration, and the death-cares engines white has always traded in. What buys that flexibility is total color dependence: the card answers nothing that is not white, so the same property that makes it lethal against the strongest color leaves it inert against a deck running none of it. That dependence cuts the other way from how it first reads. Because the answer is itself a white spell, it is at its sharpest in a white-on-white matchup, where every opposing permanent of consequence is a legal target and your own board is untouched. It belongs to a lineage of single-color punishment, the cards built to wreck one color hard rather than tax every deck a little, and it commits to that bargain without apology: maximally efficient against the color it names, a blank against everything else.
