Open the Vaults
Hauling every artifact and enchantment card out of every graveyard reads as even-handed, but the spell was built for the player who packs the bin first: the one running cheap cantripping artifacts, sacrificed enchantments, and a board wipe or two to seed the yard before casting. Symmetric mass-recursion has a long lineage in white, and the design tension never changes. Make the effect too narrow and it does nothing; make it personal and it becomes a pure combo enabler. The global return is the compromise: your opponent gets their Signets and shock-cracked artifacts back too, which is the toll you pay for the asymmetry you spent forty-some cards engineering toward. Two clauses do work the rate alone would not. It returns cards, not permanents, so anything milled or discarded comes back alongside what was destroyed. And the Aura clause is pure reminder text: because the spell never targets, it cannot fizzle, so a returning Aura with nothing legal to enchant simply stays in the graveyard rather than entering and sliding off into the bin. That makes this less a value engine than a reset button pointed at a board state you sculpted: blow up the world, then rebuild only your half of it, because only your half was worth burying. The six-mana, double-white cost is the brake. Pay it, and the even-handed text resolves as a one-sided haymaker as wide as your graveyard.







