Hyperion's Atomic Vision
Only tapped creatures die here, which fences the spell to combat aftermath and attackers left exposed. That is the oldest lever in white removal, the same clause that has priced conditional kill spells cheaply since the earliest sets, and it does its job by asking you to wait for the board to open a window rather than pointing at anything you like. Behold is the second lever, and it pulls the opposite way: instead of gating power, it rewards a commitment you have probably already made. Show a Hero, whether one you control or one still in your hand, and the kill comes with two cards of selection stapled on, turning a reactive answer into a small dig. The behold cost never touches the mana, either: no Hero to reveal, and you still get a clean kill at instant speed; a Hero to reveal, and the scry rides along as free upside. Two spells sit on one line, then, a floor of tap-conditional removal and a ceiling of removal-plus-filtering, with your hand and board deciding which one you cast. The wrinkle worth noting is that the two clauses split rather than stack: the target restriction wants an opposing creature already tapped out in combat, while the behold rider only asks whether a Hero exists anywhere you can point to, so even a fresh hand full of Heroes and an empty battlefield can still turn the dig on.
