Rout
Every standard sweeper shares the same liability: the sweep is a sorcery, so it broadcasts itself across the turn cycle and gives the table a clean window to rebuild before you can act. The optional flash cost answers that flaw head-on. Pay two more, seven total, and the wrath becomes a held card, a punishment you keep behind open mana instead of a play you telegraph. That single clause changes where the spell lives in a game. Cast at five for sorcery speed, it is a marginally pricier Wrath of God; cast for seven with white untapped, it ambushes the attack step, blowing out an alpha strike after the attacker has committed creatures and spent removal clearing your blockers. The opponent leaves lands up, reads them as a counter or a combat trick, and develops straight into the full sweep. The "can't be regenerated" clause shuts the escape hatch that once mattered when regeneration was still a live defensive line, but the flash mode is the lasting idea: it lifted the wrath off its predictable slot and made it reactive, information-driven removal. The tax is honest. Seven mana for instant speed is steep, so the cheaper sorcery cast stays the default, and you pay up only when the board makes the ambush worth more than the tempo you sink into holding it open.






