Grenzo's Rebuttal
A wrath that runs clockwise. The destruction clause hands the choosing power around the table in a fixed direction: starting with you, each player names an artifact, a creature, and a land among the permanents controlled by the player to their left. So you sentence your left-hand neighbor's board, they sentence theirs, and the chain closes when the player to your right picks what dies among your permanents. Nobody chooses their own losses, but everyone loses up to three: the geometry just decides whose hand does the deed. That single seating rule turns a flat board-clean into a political instrument, because the worst permanent your neighbor controls is not always the one you would have torched in a vacuum, and the choosing happens in turn order with full information. The 4/4 Ogre is a trap dressed as compensation: it enters before any destruction is chosen, so it sits on your board as a legal target the whole time the ring is selecting. If it is your only creature, the player to your right is forced to name it, and you clean the table without keeping a body at all. This is one of a family of multiplayer effects that weaponize seating order rather than card advantage, where the engine is the ring of players and not the spell itself. It works in a duel as a clean two-way trade, but the duel collapses the card to a curiosity; its real shape only appears when there are seats to read.
