Transforming Flourish
The compensation clause is the whole tension: destroying an artifact or creature you don't control is clean, but the victim digs past their lands and casts a free spell, so the answer arrives stapled to a gift. That impulse-cast splash steers the card away from tempo and toward multiplayer math, where the interesting question is not what to destroy but how much windfall you can afford to hand out to buy the kill you actually need. Demonstrate is the lever that widens the trade, and it is stranger than it looks: copying the spell hands one copy to you and one to an opponent you choose, so the stack fills with three instances (the original plus both copies), each copy able to pick new targets. One card can clear three permanents across the table, but every one of those kills carries the free-cast rider, firing for whoever controlled the destroyed permanent, and one of the copies is aimed by an opponent, not by you. The reward is in the aiming: point your instances at threats whose controllers are least likely to flip a random top-deck into a swing, and read the room before you conscript a co-author into the loop. Note the narrow reach, too. This answers artifacts and creatures only, not lands, enchantments, or planeswalkers, so it resolves less like a one-for-one and more like a communal event whose payout is distributed to everyone it touches.

