Storm's Wrath
The extra damage buys the extra target. Where four-mana red sweepers have historically dealt just enough to clear a battlefield of creatures, this one pushes to four and folds planeswalkers into the same clause, turning a board answer into a two-for-one against decks that lean on cheap walkers to grind. That single word, "planeswalker," pulls it out of the long line of red mass-removal that stops at creatures: a resolved walker sitting at four or fewer loyalty dies to the same card that resets the ground. The cost of the flexibility is the cost every symmetrical wrath pays. It is sorcery-speed and it does not discriminate, so it takes your own board with it; you cannot hold it as a combat trick or spring it in response to a lethal swing, and it rewards being the deck that empties its hand first or the control shell that has nothing on the ground to lose. The four-damage line is the meaningful dial here, catching the four-toughness midrange bodies and mid-loyalty walkers that a three-damage sweeper leaves standing, at the price of whiffing on the genuinely large threats that climb past five.





