What Must Be Done
The two halves point in opposite directions, and the modal choice is the entire design. One line is scorched earth: a symmetrical sweep of every artifact and creature, the reset white has handed out for decades. The other is patient reconstruction, pulling a historic permanent back from the graveyard, two counters heavier if it happens to be a creature. These lines rarely share a slot in ordinary deckbuilding, because they answer opposite board states: the wipe is for when you are behind, the recall for after you have already spent your best card. Stapling them into one sorcery means the spell is almost never a dead draw, since it can read the board and become whichever half the moment demands. The catch is that the recursion clause only cares about historic cards (artifacts, legendaries, and Sagas), which sharply narrows what you can bring back and pushes toward a deck of expensive, singular threats rather than a pile of vanilla bodies. The bonus counters are the tell about intent: this mode wants a creature you would have happily cast at full price, not a two-drop scraped off the bottom of the yard. A modal card lives or dies on whether both lines are ones you want, and here the destruction half is broadly useful while the reanimation half asks you to assemble a graveyard worth raiding before it earns its keep.


