Worldpurge
Most "reset" effects pretend the game can be unwound to turn one; this one does something nastier and more honest. Bouncing every permanent is only the opening move. The middle clause is the real cruelty: each player keeps up to seven cards and shuffles the rest of their hand away, so the bounced battlefield does not return to you intact. A long game's worth of accumulated lands, threats, and answers collapses into a single grip, and the triage is yours: you decide what survives, knowing the rest goes back into a freshly shuffled library where you may never see it again. The empty-the-mana-pool rider at the end is the final tightening, denying anyone the trick of dumping a floated pool into a same-turn rebuild. The result is closer to a hard reboot than a wrath: not "kill the board" but "reset every player to a near-opening hand with no graveyard payoff and no leftover mana." That instinct, charging a heavy generic-plus-hybrid cost to enforce a symmetrical do-over, sits with the timed-reset designs that try to make a stalled game resolvable rather than winnable. The catch is that symmetry rarely stays symmetric: whoever casts it picks the moment, prepares the rebuild, and is the one player not surprised by the new game it creates.
