Hurly-Burly
A sweeper split down the battlefield's vertical axis: one mode rakes the ground, the other rakes the air, and the cast asks which half of the board you want gone. The mode choice is the whole engine, because it turns a symmetrical pinger into a one-sided one by altitude rather than by allegiance. A red deck flying small evasive threats can scour the dirt while its own attackers stay aloft and untouched; a ground-based deck can reach up and clear the skies clean. And because it deals its damage to each qualifying creature rather than naming a single one, it slides past hexproof and shroud, answering evasive bodies a creature you have to point at cannot touch. (Protection from red still stops the damage, so this is not a way around that.) One damage is a narrow band, enough to mop up tokens, mana dorks, and the cheapest evasive beaters and nothing larger, which keeps it a chip-sweeper rather than a board reset. That restraint is the design: a flat one-damage-to-everything sorcery would be a worse Pyroclasm carrying a dead rider, but sorting the field by flying turns a weak wipe into a tool that respects your own deck's plane. Red rarely gets a partial sweeper, since the color's small wraths usually catch its own side too; this one hands you the dividing line and rewards a board built to live on only one side of it.

