Myojin of Night's Reach
Stripping every card from an opponent's grip is about the most absolute thing black can do, and the cycle this belongs to had one design problem to solve: how to make a single-use bomb feel worth eight mana. The divinity counter answers it by banking one charge when you cast the Spirit from hand, an embedded Mind Twist-for-everything you fire at the moment of your choosing. The 5/2 body is almost an afterthought and dies to a stiff breeze, but indestructibility holds only while that counter sits on it, so the card lives in genuine tension. Keep the counter and you have a fragile-but-unkillable threat parked on a loaded gun; pull the trigger and the protection evaporates with it, leaving a creature that trades down to nearly anything. That coupling, where the shield and the payload are the same resource, is the architecture of the whole cycle, and this one carries the meanest payload of the set: not a single card stripped, but every opponent emptied to nothing. The catch is timing. Mass discard only matters against full hands, so the eight-mana investment rewards being cast into a loaded board rather than a late-game topdeck war, and the cast-from-hand clause is a trap for anyone hoping to recur it or cheat it into play: arrive without a counter and you have a 5/2 with no protection and no way to fire its discard.

