Renounce the Guilds
A removal spell that only exists because a set went all-in on gold cards. The symmetry is the whole tension: each player picks their own multicolored permanent to sacrifice, which means the card is dead in any matchup where the opponent has nothing gold to lose, and it can backfire by forcing you to feed your own board if you happen to be the more committed player. The narrow targeting (multicolored permanents specifically, not just any creature or any permanent) is the deliberate fence around it; this is a hoser pointed squarely at decks that build their identity around two-or-more-color cards, like a Maelstrom Nexus or a Niv-Mizzet. The instant speed is the one part of the design that earns respect: you can hold it for the moment a gold bomb resolves and answer it before it gets a turn, sidestepping the sorcery-speed window that most edict effects are stuck behind. Like other "everyone sacrifices" edicts, it dodges hexproof and protection by never targeting, but it pays for that with the steepest deckbuilding tax of the bunch: you have to know your opponent is leaning on multicolored permanents before it does anything at all. Outside of that, it sits in your hand doing nothing, which is exactly the price a hyper-specific answer is supposed to cost.
