Synthetic Destiny
The trick is the count. This does not resurrect your board so much as launder it, exiling every creature you control (permanently: those creatures are gone) and then asking the library to refill exactly as many slots as you emptied. Exile four tokens and the end-step trigger digs until it reveals four creature cards, so a battlefield of one-drop chaff becomes the four biggest threats waiting in your deck. The instant-speed window is what rewards a planner. With a sweeper on the stack, the exile clause pulls your team out of harm's way, letting the delayed trigger deploy fresh bodies once that sweeper resolves into an empty board. Hold it against spot removal aimed at a key creature and you can whisk that creature to exile before the removal resolves, then reload with something better. Because the originals are exiled rather than destroyed, nothing here feeds death triggers or aristocrat payoffs; the new creatures arrive as clean entries with their enter-the-battlefield effects intact, no summoning-sickness relief but no baggage either. What pays for the upgrade is the gap between exile and reveal: the replacements appear at the beginning of the next end step, so there is a real stretch (within this turn if you cast it early, into an opponent's turn if you wait) where you control no creatures at all. This is a polymorph effect scaled up from one sacrificial body to a whole go-wide board, trading a fistful of small things for a handful of your deck's largest, one slot at a time.


