Rise of the Eldrazi
Twelve mana buys you a laundry list, and the design pays out on every line: uncounterable removal, a four-card refill, and an extra turn, all in one cast. The name is a joke and a trophy, cribbed from a set title and hung on a spell that no longer pretends to be a spell so much as a victory declaration. What holds it together is the exile clause. This is a one-shot, not an engine; you get the destroy, the draw, and the turn once, and then the card leaves the game entirely. That is the balancing weight against a payoff that would otherwise be absurd to fit onto a single card. Big-mana sorceries with a grab-bag of effects are an old idea, but most of them make you choose or split the value; this one refuses to. The extra-turn line is doing the most quiet work: an extra turn is where the free removal and the fresh grip actually convert, because a spell this expensive is useless if the game ends before you untap. You are meant to cast it, resolve it uncontested, and take the game with the turn it hands you. The uncounterable line exists for the same reason: at twelve mana the only real answer left is the stack, and the card slams that door shut before anyone can reach for it.

