Mythos of Snapdax
Every player keeps one of each: an artifact, a creature, an enchantment, a planeswalker, and everything else burns. That structure is the whole design, and it is the reason this reads so differently from a normal white wrath. A blanket sweep punishes whoever committed the most; a per-category cull punishes whoever committed narrowly. A player who dumped four creatures loses three of them and keeps only their best; a player spread across the permanent types walks away nearly whole. The white symmetry, then, is a bet on breadth, and it rewards the durable, diversified board that white tends to assemble over a token swarm or a mono-typed go-wide plan. The Rakdos clause is where it stops being fair, and it is priced not as an add-on but as a discount on generality: cover the of the
with
instead of colorless mana, and the choosing flips. You assign every opponent's survivors, which turns "keep your best of each" into "keep your worst," and the same spell that felt like a truce becomes a targeted dismantling of someone else's engine. That the alternate mode reaches through two off-color pips is the point: the harsher version demands a three-color deck willing to hold black and red in reserve, not a one-splash afterthought. This is the mythos template in its purest form, a mono-colored effect whose ceiling opens only when the caster pays those generic slots in a specific pair of enemy colors.




