Serenity
A delayed-fuse Wrath for two permanent types, built around a one-turn warning shot. The destruction does not happen the moment it resolves: it waits for the start of your next upkeep, which is the design's entire personality. That gap is a window for both players to scramble, and the symmetry cuts both ways since your own artifacts and enchantments land in the same grave. Sequencing around your own clock becomes the whole exercise: cash in your enchantment value before the trigger fires, or run lean enough that the wipe only bites the opponent. Forbidding regeneration shuts the obvious escape hatch that mattered in an era when that keyword was a standard safety valve on threatened permanents. The rate is where it gets strange: a two-mana enchantment that mass-destroys two permanent types is priced like nothing, because the delay is the tax. You pay in tempo and information rather than mana, telegraphing the sweep a full turn before it lands. That tension (cheap and total, but slow and self-inflicting) is what turns it into a puzzle rather than a button. Build a board that survives its own answer, time the upkeep to catch an opponent overcommitted, and the asymmetry tilts your way; misjudge the gap, and you have armed your opponent with a turn to dismantle whatever you hoped to keep.



