Moment of Reckoning
The genius of the two modes is that they are the same card doing opposite work, and the "choose up to four, same mode more than once" clause turns that symmetry into a dial you set at cast time. Point all four barrels at the battlefield and it is a four-target sweeper that answers creatures, artifacts, enchantments, and planeswalkers with equal ease. Point them all at your own graveyard and it is a mass reanimation spell that removes nothing but rebuilds everything. Most casts split the difference: destroy two threats, return two of your own dead. That flexibility is what the cost buys, and the cost is deliberately steep: seven mana with a double pip in each of two colors, a sorcery-speed play made on your own turn after you have committed the mana. Orzhov's identity has always been trading resources across the line between life and death, and this compresses that identity into a single fork where destruction and recursion are literally interchangeable choices. Because both modes read "nonland permanent," the reanimation half is not restricted to creatures: an artifact engine, an enchantment, or a lost planeswalker can all come back, which makes the card wider than a Damnation-plus-reanimator hybrid would suggest. The restriction that keeps it honest is the target clause itself. Every mode chooses a target, so indestructible and hexproof still turn the destruction half away, and the reanimation half asks you to have already spent the resources it wants to buy back.


