Razia's Purification
The Boros guild rarely gets handed a reset button, and this is what one looks like in white-red's vocabulary: a symmetrical mass sacrifice where each player keeps three permanents of their own choosing and dumps the rest. The design tension lives entirely in that choice. Unlike a board wipe, where the destruction is dictated and unselective, this hands every player editorial control over what survives, which means the card almost never produces the lopsided swing its six mana promises. Crucially, the choice spans all permanents, lands included, so the realistic decision is rarely "which three threats do I save" but "how many lands can I afford to keep alongside a single payoff." That arithmetic is what neuters the spell: a player can protect a couple of lands and one creature, then rebuild from a thinned but functional position. It punishes overcommitment rather than breaking parity, a rectifier of go-wide boards that does almost nothing against a focused two-or-three-permanent strategy. Symmetrical destruction that lets the caster dodge their own collateral is an old white-red specialty, but the explicit "you choose what to keep" wrinkle gives this one a negotiation quality: it asks not what dies but what each player is willing to protect, and answers it for the whole table in a single resolution. The catch is that extracting value requires a board already tilted in your favor, which makes it a wide-board referee, blunt by modern standards, and conditional on a game state you have to engineer first.
