Ultimate Magic: Meteor
Foretell splits this into two spells, and the split is the entire design conversation. Cast straight from hand for its printed six mana, it is a symmetrical wrath: seven damage to every creature, enough to erase essentially any board a red deck cares to erase, your own included. Cast from exile after paying the two-mana foretell commitment, it grows a second clause that reaches past creatures into each opponent's artifacts and lands, forcing a permanent from every rival off the board. Red has always answered artifacts and lands more comfortably than most colors reach into its own weak spots, so the unusual move here is stapling that destruction onto a sweeper rather than a dedicated spell: the payoff for foretelling is a single card that resets the battlefield and strips mana rocks or utility lands from whoever survives the burn. The cost structure is honest about that upside. Foretell asks for two mana up front on an earlier turn, and the exile cast still demands the full six when it resolves, so the destruction mode is not free acceleration but a deferred, larger total investment. That gate is the point. The foretell exile is not a smoothing convenience; it is the toggle that decides whether you get a plain board wipe or the version that also dismantles the resource base of every opponent still standing.

