Thunderwave
Roll a d20 before you sweep, and the wrath you get back depends on the number that comes up. The floor is an honest symmetric three-damage board wipe for two red on top of two generic, the kind that scoops your own small creatures alongside the opponent's. The dice bolted on top convert that flat effect into a distribution: land in the middle band and the sweep spares one creature of your choosing, tilting the aftermath in your favor; hit the ceiling and it stops touching your side entirely while dealing six to each creature your opponents control. This is the tell of that era's d20 designs. The baseline gets priced as a symmetric answer, and the upside is a lottery ticket you cannot build around, only draw. What sets the card apart is variance you cannot sequence around: you commit the mana at sorcery speed with a board in mind, then find out afterward whether you cleared your own team or theirs. That gamble leaves it a poor tool for anyone who needs a wrath to do exactly one predictable thing. Whoever is happy to fire it into a symmetric standoff and let the roll decide how lopsided the wreckage turns out gets the most from it.

