Megaton's Fate
The choice here is the whole design, and it is a stark one: dismantle a single artifact and walk away with four Treasure, or wipe every board in the game and irradiate the table for it. Disarm is the surgical mode, a targeted destroy that funds four mana of ramp on resolution; Detonate is the scorched-earth mode, eight damage to every creature that sweeps most boards clean while handing each player four rad counters. What makes the split interesting is that both halves are payoffs, not a payoff and a hedge. One turns removal into acceleration; the other trades your own life-total future (rad counters mill and ping their owner over subsequent turns) for a decisive reset. The card refuses to be a clean sweeper, because Detonate's rad counters hit you too, and it refuses to be pure ramp, because Disarm only touches one artifact. That symmetry is the point: at six mana this is a sorcery that asks which problem you actually have, board state or a specific threat, and prices both answers at the same rate so the decision carries real weight rather than defaulting to the bigger number.



