Jokulhaups
The most total board wipe in the game's vocabulary, and the clearest demonstration of how "even-handed" and "fair" come apart. The text is brutally symmetric within its scope: artifacts, creatures, and lands all go, both players left with their hands and whatever survives outside those three card types. That last gap is where the archetype lives. Enchantments and planeswalkers stay on the battlefield, so the way to break parity is to anchor your advantage in something the sweep cannot reach: a planeswalker already ticking, an enchantment-based engine, or simply a fuller grip and a faster clock once both sides are rebuilding from scorched lands. The distance between literal fairness and practical advantage is what this card is really trading on, and it spawned the "blow up the world, then rebuild faster" plan that red decks have chased ever since. Denying regeneration is what makes it scorched earth rather than a creature sweeper with footnotes: it closes the loophole that lets certain green and black creatures shrug off a normal Wrath of God, taking the lands with everything else and leaving nothing to fall back on. Later resets that touched the whole board chased the same effect with riders or color shifts, but the original idea holds its shape: burn the world down, then be the one still standing.






