Nuclear Fallout
The doubling clause is where this stops being a routine board wipe and becomes a design statement. A normal X-spell minus-toughness effect gives you one point of shrink per mana past the fixed cost; here every point of X counts twice, so a modest investment sweeps a board that a linear scaler would leave standing. That efficiency is deliberately expensive in a way the mana cost hides: the second half hands every player, you included, a stack of rad counters, tying a symmetric board sweep to a symmetric attrition penalty that follows the game forward long after the creatures are gone. The design treats the wrath and the radiation as one transaction, which is the whole gambit. You get a cheaper-than-usual mass removal spell, but the price is a slow, shared decay clock you cannot aim and cannot dodge. It rewards the player who was already ahead on life and board position, and it punishes the player who casts it as a desperation button late, when the rad counters bite hardest and there is the least time to outrun them. Symmetric sweepers have always lived or died on how well their controller can break the symmetry; this one moves that question off the battlefield and onto a resource that accrues regardless of what happens next, which is a genuinely different axis for a black board wipe to be balanced on.



