Riveteers Charm
The Jund charm's cleverest clause is the one that sidesteps the usual weakness of edict effects. Forced-sacrifice removal has always suffered against a wide board: point it at a player sitting behind a wall of tokens and they chaff off the least relevant thing. This one instead strips the creature or planeswalker with the greatest mana value, which quietly rebuilds the edict into a removal spell that ignores indestructible, ignores hexproof directed at your spells, and cuts straight to the threat that matters. The other two modes cover the axes an edict cannot. The impulse-dig mode is the empty-board floor, and its timing detail is the whole point: because the exiled cards stay playable until your next end step, casting it on an opponent's turn lets you untap and spend them on your own turn, effectively banking three cards of card advantage across the turn cycle rather than burning them at end of turn. The graveyard-exile mode is the interaction seat, held at instant speed so it can land in the window after a reanimation or delve setup and before the payoff resolves. What holds the design together is that none of the three modes is filler stapled onto two good ones: one answers the beatdown, one answers the grind and the empty board, one answers the combo. A modal instant earns its slot by never being drawn at the wrong time, and this one rarely is.



