Rise of Extus
Removal that reaches past the battlefield: the first clause exiles a creature for good, and the optional second clause scrubs a spent spell out of a graveyard, cutting off flashback engines, delve fuel, and the cards a graveyard-value deck wants back. The hybrid pips are the pivot point. A cost payable entirely in white, entirely in black, or any mix between wants to be a splash-friendly answer, and the effect it carries is one both colors reach for in their own idioms: white's instinct to exile a threat outright fused with black's reflex to hate on a graveyard. Six mana at sorcery speed is a steep price for what amounts to a conditional two-for-one, but the Learn clause is where the rate quietly recovers. With a Lesson stashed outside the game, the Learn becomes a way to pull an answer into hand; with none available, it collapses into a plain loot, so the card never stalls for want of a target to fetch. The floor is exile-a-creature-and-cycle-something, which is a floor most six-mana spells would envy. What results is a cleanup spell built for the two-color pairing that most wants both halves at once, with a modular back end you assemble from outside the game before it starts rather than draw into during it.
