Last Laugh
Most damage-based board sweepers fire once and resolve. This one turns every permanent's death into a fresh pulse: send any permanent to the graveyard, and the table eats a point. That feedback loop is the whole engine, and it cuts both ways. A single creature dying triggers a damage ping that can kill the next creature, which triggers another ping, which kills the next, a chain reaction that empties the board and burns every player's life total down in one cascading stack of triggers. The self-correcting clause is the elegant part of the design: once no creatures remain, the enchantment sacrifices itself, so it cannot sit on an empty board as a slow burn against the players. That ties the card's lifespan to the creatures it punishes. The trouble for the controller is that the symmetry plays harder than it reads. You take the same pings everyone else does, your own creatures fuel the cascade, and timing a profitable detonation against an opponent who has dumped their hand is genuinely difficult. It rewards a deck built to die: small expendable bodies, sacrifice fodder, a low curve that survives the math while opponents with bigger boards do not. As a piece of Torment-era black design it sits at the center of the set's death-and-decay identity, an enchantment that does not so much sweep the board as make every death contagious until the table is bare.
