You Are Unworthy of Mercy
An edict aimed at the whole table, and the multiplication is the entire pitch. A single sacrifice-a-nonland-permanent effect against three seats is already a three-for-one, so the base mode comes out ahead the moment it resolves against a full pod. The land clause is the escalator: crossing six lands turns each opponent's one sacrifice into three, so a mature board sheds a stack of permanents at once. The catch is the one that has always defined edicts, and it cuts both ways. Because the effect never targets, it slides straight past hexproof, shroud, and protection: the victim chooses, so the game never asks a spell to point at anything, which is what makes an edict a reliable answer to a single defended threat that pointed removal cannot touch. That same victim-chooses clause is also what lets a wide board shrug it off, feeding the least valuable body it controls and keeping everything that matters. The land threshold does double duty as a pacing knob: early it reads as a modest tax, but once the board is developed it forces three sacrifices per seat, enough that even a token-heavy pod starts surrendering things it wanted to keep. It trusts the asymmetry of one player against many for the drama, then bolts on a scaling clause so the swing grows with the game rather than peaking the first time it fires.
