Vanquish the Horde
The eight-mana price tag is a bluff, and the board state is what calls it. Every white wrath before this one asked a fixed toll: four mana on the nose for the archetypal Wrath of God, five for the double-white sweepers that came after. This one inverts the relationship between cost and payoff, charging the most against an unpopulated board (when you would never want it) and the least when the board is choked (when you need it most). Against a developed aggressive start it routinely resolves for two or three mana, and the more the opponent has committed, the cheaper their punishment becomes. The reduction only bites into the generic portion of the cost, so the double-white pips are the floor: no matter how crowded the board, the toll never drops below . That scaling clause does the balancing work a flat rate cannot. It can never be a proactive tempo play the way a cheap sweeper might, because it only reaches burn-it-all pricing after your opponent has already spent their turns building the very thing that discounts it. The design lesson is that a board wipe's fairness lives in its timing, not its mana value, and pricing the spell against the battlefield rather than your own mana development makes it self-correcting: it punishes overextension precisely in proportion to the overextension, and the color commitment is all it ever demands of you.

Rules text
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Other printings
- Marvel Super Heroes Commander#325
- Marvel Super Heroes Commander#146
- Teenage Mutant Ninja Turtles Eternal#45
- Final Fantasy Commander#260
- Magic Online Promos#93910
- Tarkir: Dragonstorm Commander#91
- Innistrad Remastered#49
- Innistrad Remastered#302












