Sacrament (Your creatures can help cast this spell. Each creature you sacrifice while casting this spell pays for 1 or one mana of that creature's color.)
Destroy all creatures.
Sacrament is exactly Convoke, except you sacrifice creatures instead of tap them. I thought about making a black Rout variant where the extra cost was sacrificing creatures but I made this instead.
This shouldn't be a keyword because, on any spell except a board wipe, the gaining 1 mana per creature would never be worth paying. Here its over-powered though, this would be strong as a sorcery, but at instant speed with sacing as an alternative cost this should be 6BB or more.
As to the Keyword, you could make it more utilitarian by making the sac'ed creatures pay for their CMC instead of just one mana each.
Sacrament (Your creatures can help cast this spell. Each creature you sacrifice while casting this spell pays an amount of C or mana of that creature's color equal to its converted manacost.)
This would still be busted in an instant board wipe, but it would make the keyword playable on other cards.
I'll have to agree that on a boardwipe the "cost" of sacrament is too miniscule to allow such an upgrade. Though based on Rout I think a 7cmc would be fine. Edit: Not sure what I was thinking, based on Rout this should be 8CMC.
The types of effects this can go on is limited and normally a cost reduction effect increases the base cost but if you follow a similar formula you end up with overcosted jank. I don't think this can be appropriately balanced on enough cards to warrant a keyword.
This shouldn't be a keyword because, on any spell except a board wipe, the gaining 1 mana per creature would never be worth paying.
It could be used on a card that creates X demons, or makes an opponent sacrifice X creatures, or draws you X cards, or makes someone lose X life... I think it could be used in a lot of cool ways, not just with a board wipe. Anything that converts your creatures into some form of card parity, or advantage if you're saccing expendable tokenesque creatures.
I wasn't fully sure on the cost, and with more thinking I think it could work at six, but have more black weight; 2BBBB sounds reasonable. The idea is that most of the time you cast Wrath of God variants, you haven't filled the board with your creatures. This card is a wrath variant that asks you to have some creatures out before you cast it. Instant speed might be pushing things. I think this card could go well in a Horizons-type set though.
It could be used on a card that creates X demons, or makes an opponent sacrifice X creatures, or draws you X cards, or makes someone lose X life... I think it could be used in a lot of cool ways, not just with a board wipe. Anything that converts your creatures into some form of card parity, or advantage if you're saccing expendable tokenesque creatures.
I wasn't fully sure on the cost, and with more thinking I think it could work at six, but have more black weight; 2BBBB sounds reasonable. The idea is that most of the time you cast Wrath of God variants, you haven't filled the board with your creatures. This card is a wrath variant that asks you to have some creatures out before you cast it. Instant speed might be pushing things. I think this card could go well in a Horizons-type set though.
The problem is that 2BBBB is a reasonable(possibly high but not absurd) cost for just an instant speed wrath. You are adding on a cost reduction mechanic which nessecitates that you increase the cost. Depending on the cost reduction mechanic the cost of cards is increased by 1 to 3. Instant speed wraths are so much stronger than sorcery speed wraths that you have to be very careful.
There is absolutely no reason why the game should ever get instant speed wrath, unless it has some very significant additional cost to cast. A huge cost is not the way to go. Big mana spells should help the game end, not drag it further.
I think instant speed wrath is by itself a huge design challenge. It seems your intention is less about tackling this challenge and more about creating a sacrificial board wipe. To start, make this thing sorcery speed. At sorcery speed and 4BB cost I think it's on the right spot, balance wise. And a great card.
There is absolutely no reason why the game should ever get instant speed wrath, unless it has some very significant additional cost to cast. A huge cost is not the way to go. Big mana spells should help the game end, not drag it further.
I think instant speed wrath is by itself a huge design challenge. It seems your intention is less about tackling this challenge and more about creating a sacrificial board wipe. To start, make this thing sorcery speed. At sorcery speed and 4BB cost I think it's on the right spot, balance wise. And a great card.
Its too late to stop instant speed wraths from being in the game. Nearly 20 years late. Rout and Fated Retribution are both things, neither of which were over powered so a 7cmc on instant wrath has proven safe. Add on a cost reduction and you have to to increase the cost, by how much is debatable.
Rout and Fated Retribution are both things, neither of which were over powered so a 7cmc on instant wrath has proven safe. Add on a cost reduction and you have to to increase the cost, by how much is debatable.
But this isn't a 7CMC instant wrath. If it was costed 5BB, you could potentially play it on their turn 4 end step since the extra cost is a non-issue because your creatures were going to die anyway. Hour of Revelation still doesn't hit til at least turn 6 without ramp and its a sorcery.
Rout and Fated Retribution are both things, neither of which were over powered so a 7cmc on instant wrath has proven safe. Add on a cost reduction and you have to to increase the cost, by how much is debatable.
But this isn't a 7CMC instant wrath. If it was costed 5BB, you could potentially play it on their turn 4 end step since the extra cost is a non-issue because your creatures were going to die anyway. Hour of Revelation still doesn't hit til at least turn 6 without ramp and its a sorcery.
Your entire argument is confusing. First, I said it needs to cost more than 7. Second what the heck does Hour of Revemation have to do with this?
For the only real part of your argument. The value behind a wrath is that it can answer multiple threats with a single card meaning it is an X for 1. If you are casting this on turn 4 you had to produce 4 creatures over turns 1-3. This will cost you a minimum of 2 extra cards. Meaning you have to kill 3 creatures to break even. I'm not going to say this isn't possible or good. Just extremely far from broken. You are almost certainly better off actually ramping into some other wrath effect.
There is absolutely no reason why the game should ever get instant speed wrath, unless it has some very significant additional cost to cast. A huge cost is not the way to go. Big mana spells should help the game end, not drag it further.
I think instant speed wrath is by itself a huge design challenge. It seems your intention is less about tackling this challenge and more about creating a sacrificial board wipe. To start, make this thing sorcery speed. At sorcery speed and 4BB cost I think it's on the right spot, balance wise. And a great card.
Its too late to stop instant speed wraths from being in the game. Nearly 20 years late. Rout and Fated Retribution are both things, neither of which were over powered so a 7cmc on instant wrath has proven safe. Add on a cost reduction and you have to to increase the cost, by how much is debatable.
Hahaha way to make a fool of myself. Totally forgot about Rout (and I used to play that). Fated Retribution is so unremarkable I forgot it existed.
In any case, my argument was not that instant speed wraths would be too powerful. The argument is that if balance-costed, they end up being cards that makes the game boring.
Your entire argument is confusing. First, I said it needs to cost more than 7. Second what the heck does Hour of Revemation have to do with this?
For the only real part of your argument. The value behind a wrath is that it can answer multiple threats with a single card meaning it is an X for 1. If you are casting this on turn 4 you had to produce 4 creatures over turns 1-3. This will cost you a minimum of 2 extra cards. Meaning you have to kill 3 creatures to break even. I'm not going to say this isn't possible or good. Just extremely far from broken. You are almost certainly better off actually ramping into some other wrath effect.
I used hour of revelation as an example because it's cost reduction mechanic also requires multiple permanents on board, many of which are likely yours and will be destroyed by it.
The problem with this card is that the cost isn't a cost, because IF I'm in a situation where I decide to wrath, I don't care about losing my creatures anyway. Either I play creatures and use them to have board advantage or, if my opponent gets better creatures, I don't care if I have to sac them to get the wrath effect.
The point is 4 Mana is too little for a normal wrath effect in Standard, let alone one at instant speed, and this will almost never be cast for more than 4 Mana.
The point is 4 Mana is too little for a normal wrath effect in Standard, let alone one at instant speed, and this will almost never be cast for more than 4 Mana.
If this was the case I would whole heartedly agree. However, I don't find this likely or even reasonable. What type of deck are you envisioning that regularly has 4 creatures out and wants to play a card thst reads destroy all creatures. I can envision a deck that regularly has 1 or 2 creatures and wants this card but I find it very difficult to imagine a deck thst would actually cast this for 4 regularly if it costed 8+.
The point is 4 Mana is too little for a normal wrath effect in Standard, let alone one at instant speed, and this will almost never be cast for more than 4 Mana.
If this was the case I would whole heartedly agree. However, I don't find this likely or even reasonable. What type of deck are you envisioning that regularly has 4 creatures out and wants to play a card thst reads destroy all creatures. I can envision a deck that regularly has 1 or 2 creatures and wants this card but I find it very difficult to imagine a deck thst would actually cast this for 4 regularly if it costed 8+.
Here's thing: If this had the sac cost and was a sorcery, it would be fine. If it was an instant without the sac cost, it would be fine at 7. Its the combination of the two things together that makes it too advantageous when used reactively.
A normal Wrath effect means you play it on your turn, and your opponent then has their turn to potentially reset their board position, meaning you stop their momentum but they get a chance to establish again before you do. A Wrath of God doesn't give you the tempo advantage when cast on turn 4, it just stops you opponent's.
With this, if you're ahead on board, you just don't cast it. But if you start losing ground, it lets you reset when they overcommit. This is even a combat trick that lets you potentially bait a lethal attack and then wipe their board in response since you can sac the creatures you would have traded in combat anyway. Or, they commit to a strong board position and you just cast this on their endstep.
In either case, because you cast this on their turn, you can then start establishing your board presence before them so you have the momentum advantage rather than having to risk them getting it back when you wipe all your creatures.
The point is 4 Mana is too little for a normal wrath effect in Standard, let alone one at instant speed, and this will almost never be cast for more than 4 Mana.
If this was the case I would whole heartedly agree. However, I don't find this likely or even reasonable. What type of deck are you envisioning that regularly has 4 creatures out and wants to play a card thst reads destroy all creatures. I can envision a deck that regularly has 1 or 2 creatures and wants this card but I find it very difficult to imagine a deck thst would actually cast this for 4 regularly if it costed 8+.
Here's thing: If this had the sac cost and was a sorcery, it would be fine. If it was an instant without the sac cost, it would be fine at 7. Its the combination of the two things together that makes it too advantageous when used reactively.
A normal Wrath effect means you play it on your turn, and your opponent then has their turn to potentially reset their board position, meaning you stop their momentum but they get a chance to establish again before you do. A Wrath of God doesn't give you the tempo advantage when cast on turn 4, it just stops you opponent's.
With this, if you're ahead on board, you just don't cast it. But if you start losing ground, it lets you reset when they overcommit. This is even a combat trick that lets you potentially bait a lethal attack and then wipe their board in response since you can sac the creatures you would have traded in combat anyway. Or, they commit to a strong board position and you just cast this on their endstep.
In either case, because you cast this on their turn, you can then start establishing your board presence before them so you have the momentum advantage rather than having to risk them getting it back when you wipe all your creatures.
I fully understand the potential power of this effect. My stance is that it isn't reasonable to think that any deck could actually make use of it in the way that makes it a problem. Obviously, traditional aggro couldn't run this and neither could traditional control. So that means some kind of midrange deck would use this as an answer to aggro decks going wide around them. In such a situation a normal 4 mana wrath seems much better. You don't care about the tempo loss on a normal wrath because they already had to commit more cards to the board to go wide so they are left with limited resources and your cards are just better 1 to 1.
I think we are making our points thinking about completely different cards. The theoretical card I'm talking about isn't the card in the OP because I've said it needs to cost more, at least 8, possibly even more. I can't see such a card being the nemesis that you build it up to be. The card you describe sounds significantly cheaper than the card I am talking about, though it's hard to get a read on such things.
I've been looking at it as "3cmc is the going rate for a playable wrath effect for eternal formats"
4cmc wraths are too slow, I think, with current agressive creature quality. Most playable creatures create their value on ETB or have haste, or come down much earlier than a wrath can deal with it.
I can understand if you don't follow that, especially because we've had 4cmc wrath variants always see play in Standard for a long time. The ones I see outside of Standard, though, are the Bontu's Last Reckonings, the Toxic Deluges, the Dead of Winters. And usually wrath decks don't run creature boards, unless they're farting a 6cmc impossible to kill wincon into play. Blowing up the board when you've got 3+ creatures out is kind of missing the card advantage point of a wrath; if you're trading off 4 cards for 3-5 that already got their value, I don't see an issue.
A 6cmc instant wrath with a heavy color commitment is fine in Commander; it only hits creatures, after all. Cyclonic Rift is still a specter but only because it's hitting everything but land. It is way easier to cast as well.
Thing is, I don't see this as a wrath for a control deck like, well, wrath of god. I see this in a midrange deck as the "Oh S***!" button when things go sideways: the deck isn't built to maximize always wrathing, but it maximizes this wrath when it gets behind to level the playing field and get back on top.
I honestly think this a bit overpowered as just a 6 mana instant speed wrath. It doesn't even need the cost reducer. With that, though, this is at best, severely undercosted. Dead Drop is the removal spell that came to my mind
I like it. The cost is fair. It's nice to change things up. The concept of a creature deck that uses this as a reset button should they get behind is appealing. It's rarely done. Good design. I see lots of people saying it costs too little. No guys it costs the right amount. I'll explain why. Rout was a great wrath at the time. Because it could be cast early when needed... Turn 5 isn't early by any means but I mean cheaper than the instant version if you were getting swarmed and was great late as a wipe at EoT. This always cost 6 unless you want to lose the whole traditional reason to play wrath's in the fist place. If you sac 3 guys to make it cost 3 then you are losing 4 cards to instant wrath... That's not a great deal by any means. I usually don't like to 4 for 2 myself.
The good points is that it does something unique. That is a good concept to start on. I like how you can wipe then play the first threat. It's way better tempo and possibly worth the extra cost. That was the big thing about Rout. The deck was simply amazing at keeping you alive. Then you wipe and can play a Cromat or Monger.... Lesser degree was a Pheldagrif but that was pre Apocalypse.
To answer another poster I have made exactly 2 decks that wanted to wipe with a full board. First was a white black deck with sac triggers. Aristocrats. Second was my own creation where I used Verdant Secession in an elf deck and would wipe the board to get all the good elf triggers on an empty board. Imagine Elvish Vanguard, Wirewood Hivemaster, Elvish Visionary , Caller of the Claw all coming down at the same time while the wrath was usually costed free with the help of Birchlore Rangers.
There comes problems with running cards like Utopia Sprawl, Wild Growth, Carpet of Flowers, and Exploration, but I'd still run them over mana dorks in Commander in decks that don't actually use the bodies, especially if I plan to Kill All Living Beings. Mana dorks are a card advantage liability in multiplayer because they often die 0-for-1 (often to the first board wipe) before generating value. You aren't forced to wrath on turn 3 when you have 40 life to blwo... unless it's Winota, but she's a special case.
Mind Stone or signet into Wrath turn 3 is a much more unhitchable plan than mana dork into wrath, and you keep the permanent. So End of Days has a real drawback compared to other 3/4 cmc options. I was costing it with the intent for it to be "good in some decks," yes, but cards are allowed to be good.
There comes problems with running cards like Utopia Sprawl, Wild Growth, Carpet of Flowers, and Exploration, but I'd still run them over mana dorks in Commander in decks that don't actually use the bodies, especially if I plan to Kill All Living Beings. Mana dorks are a card advantage liability in multiplayer because they often die 0-for-1 (often to the first board wipe) before generating value. You aren't forced to wrath on turn 3 when you have 40 life to blwo... unless it's Winota, but she's a special case.
Mind Stone or signet into Wrath turn 3 is a much more unhitchable plan than mana dork into wrath, and you keep the permanent. So End of Days has a real drawback compared to other 3/4 cmc options. I was costing it with the intent for it to be "good in some decks," yes, but cards are allowed to be good.
Since when would I play a deck with a sacrifice mechanic that isn't able to benefit from creatures being sacrificed? It's a very circular thought you've got there. This wouldn't be a case of it negating mana dorks. You'd play mana dorks because you played this. Black/ Green/ x decks already don't care if their creatures get caught up in a wrath. Board sweepers become less and less valuable outside of casual metas. Cyclonic Rift is an exception because, typically, being in the hand is worse than being in the graveyard.
You're costing the card as though it will always be used in a deck that isn't going to benefit from sacrificing creatures. A pushed board wipe is fine, but this is really pushed. Even as a six mana flash board wipe.
But it's okay to view it differently. Playtests will work the details of it out regardless of any discussion we have about them.
What I'm saying Chari is you wouldn't use Mana dorks in a deck with wraths. That is poor deck design. I'm not saying you wouldn't use creatures at all. What you would probably use in a deck with this card is aristocrat style creatures. This way you can get all the sac effects at one time so they all count each other and then wiping the board. If you are unfamiliar I with this strategy I can post a link or two if you like.
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Instant
Sacrament (Your creatures can help cast this spell. Each creature you sacrifice while casting this spell pays for 1 or one mana of that creature's color.)
Destroy all creatures.
Sacrament is exactly Convoke, except you sacrifice creatures instead of tap them. I thought about making a black Rout variant where the extra cost was sacrificing creatures but I made this instead.
As to the Keyword, you could make it more utilitarian by making the sac'ed creatures pay for their CMC instead of just one mana each.
Sacrament (Your creatures can help cast this spell. Each creature you sacrifice while casting this spell pays an amount of C or mana of that creature's color equal to its converted manacost.)
This would still be busted in an instant board wipe, but it would make the keyword playable on other cards.
Though based on Rout I think a 7cmc would be fine.Edit: Not sure what I was thinking, based on Rout this should be 8CMC.The types of effects this can go on is limited and normally a cost reduction effect increases the base cost but if you follow a similar formula you end up with overcosted jank. I don't think this can be appropriately balanced on enough cards to warrant a keyword.
It could be used on a card that creates X demons, or makes an opponent sacrifice X creatures, or draws you X cards, or makes someone lose X life... I think it could be used in a lot of cool ways, not just with a board wipe. Anything that converts your creatures into some form of card parity, or advantage if you're saccing expendable tokenesque creatures.
I wasn't fully sure on the cost, and with more thinking I think it could work at six, but have more black weight; 2BBBB sounds reasonable. The idea is that most of the time you cast Wrath of God variants, you haven't filled the board with your creatures. This card is a wrath variant that asks you to have some creatures out before you cast it. Instant speed might be pushing things. I think this card could go well in a Horizons-type set though.
I think instant speed wrath is by itself a huge design challenge. It seems your intention is less about tackling this challenge and more about creating a sacrificial board wipe. To start, make this thing sorcery speed. At sorcery speed and 4BB cost I think it's on the right spot, balance wise. And a great card.
BGU Control
R Aggro
Standard - For Fun
BG Auras
But this isn't a 7CMC instant wrath. If it was costed 5BB, you could potentially play it on their turn 4 end step since the extra cost is a non-issue because your creatures were going to die anyway. Hour of Revelation still doesn't hit til at least turn 6 without ramp and its a sorcery.
For the only real part of your argument. The value behind a wrath is that it can answer multiple threats with a single card meaning it is an X for 1. If you are casting this on turn 4 you had to produce 4 creatures over turns 1-3. This will cost you a minimum of 2 extra cards. Meaning you have to kill 3 creatures to break even. I'm not going to say this isn't possible or good. Just extremely far from broken. You are almost certainly better off actually ramping into some other wrath effect.
Hahaha way to make a fool of myself. Totally forgot about Rout (and I used to play that). Fated Retribution is so unremarkable I forgot it existed.
In any case, my argument was not that instant speed wraths would be too powerful. The argument is that if balance-costed, they end up being cards that makes the game boring.
BGU Control
R Aggro
Standard - For Fun
BG Auras
I used hour of revelation as an example because it's cost reduction mechanic also requires multiple permanents on board, many of which are likely yours and will be destroyed by it.
The problem with this card is that the cost isn't a cost, because IF I'm in a situation where I decide to wrath, I don't care about losing my creatures anyway. Either I play creatures and use them to have board advantage or, if my opponent gets better creatures, I don't care if I have to sac them to get the wrath effect.
The point is 4 Mana is too little for a normal wrath effect in Standard, let alone one at instant speed, and this will almost never be cast for more than 4 Mana.
Here's thing: If this had the sac cost and was a sorcery, it would be fine. If it was an instant without the sac cost, it would be fine at 7. Its the combination of the two things together that makes it too advantageous when used reactively.
A normal Wrath effect means you play it on your turn, and your opponent then has their turn to potentially reset their board position, meaning you stop their momentum but they get a chance to establish again before you do. A Wrath of God doesn't give you the tempo advantage when cast on turn 4, it just stops you opponent's.
With this, if you're ahead on board, you just don't cast it. But if you start losing ground, it lets you reset when they overcommit. This is even a combat trick that lets you potentially bait a lethal attack and then wipe their board in response since you can sac the creatures you would have traded in combat anyway. Or, they commit to a strong board position and you just cast this on their endstep.
In either case, because you cast this on their turn, you can then start establishing your board presence before them so you have the momentum advantage rather than having to risk them getting it back when you wipe all your creatures.
I think we are making our points thinking about completely different cards. The theoretical card I'm talking about isn't the card in the OP because I've said it needs to cost more, at least 8, possibly even more. I can't see such a card being the nemesis that you build it up to be. The card you describe sounds significantly cheaper than the card I am talking about, though it's hard to get a read on such things.
4cmc wraths are too slow, I think, with current agressive creature quality. Most playable creatures create their value on ETB or have haste, or come down much earlier than a wrath can deal with it.
I can understand if you don't follow that, especially because we've had 4cmc wrath variants always see play in Standard for a long time. The ones I see outside of Standard, though, are the Bontu's Last Reckonings, the Toxic Deluges, the Dead of Winters. And usually wrath decks don't run creature boards, unless they're farting a 6cmc impossible to kill wincon into play. Blowing up the board when you've got 3+ creatures out is kind of missing the card advantage point of a wrath; if you're trading off 4 cards for 3-5 that already got their value, I don't see an issue.
A 6cmc instant wrath with a heavy color commitment is fine in Commander; it only hits creatures, after all. Cyclonic Rift is still a specter but only because it's hitting everything but land. It is way easier to cast as well.
Kroxa, Titan of Death's Hunger
Omnath, Locus of Rage
Kinnan, Bonder Prodigy
Toshiro Umezawa
Thraximundar
Jirina Kudro
Geist of Saint Traft
Krark, the Thumbless + Sakashima of a Thousand Faces
This site has me constantly saying "Some peoples' kids"
The good points is that it does something unique. That is a good concept to start on. I like how you can wipe then play the first threat. It's way better tempo and possibly worth the extra cost. That was the big thing about Rout. The deck was simply amazing at keeping you alive. Then you wipe and can play a Cromat or Monger.... Lesser degree was a Pheldagrif but that was pre Apocalypse.
To answer another poster I have made exactly 2 decks that wanted to wipe with a full board. First was a white black deck with sac triggers. Aristocrats. Second was my own creation where I used Verdant Secession in an elf deck and would wipe the board to get all the good elf triggers on an empty board. Imagine Elvish Vanguard, Wirewood Hivemaster, Elvish Visionary , Caller of the Claw all coming down at the same time while the wrath was usually costed free with the help of Birchlore Rangers.
I actually like the sacrament ability quite a bit though. I think it is a very solid convoke variant.
Kroxa, Titan of Death's Hunger
Omnath, Locus of Rage
Kinnan, Bonder Prodigy
Toshiro Umezawa
Thraximundar
Jirina Kudro
Geist of Saint Traft
Krark, the Thumbless + Sakashima of a Thousand Faces
This site has me constantly saying "Some peoples' kids"
Like Noble Hierarch in decks with Supreme Verdict? Or any commander deck that runs green?
Kroxa, Titan of Death's Hunger
Omnath, Locus of Rage
Kinnan, Bonder Prodigy
Toshiro Umezawa
Thraximundar
Jirina Kudro
Geist of Saint Traft
Krark, the Thumbless + Sakashima of a Thousand Faces
This site has me constantly saying "Some peoples' kids"
There comes problems with running cards like Utopia Sprawl, Wild Growth, Carpet of Flowers, and Exploration, but I'd still run them over mana dorks in Commander in decks that don't actually use the bodies, especially if I plan to Kill All Living Beings. Mana dorks are a card advantage liability in multiplayer because they often die 0-for-1 (often to the first board wipe) before generating value. You aren't forced to wrath on turn 3 when you have 40 life to blwo... unless it's Winota, but she's a special case.
Mind Stone or signet into Wrath turn 3 is a much more unhitchable plan than mana dork into wrath, and you keep the permanent. So End of Days has a real drawback compared to other 3/4 cmc options. I was costing it with the intent for it to be "good in some decks," yes, but cards are allowed to be good.
Since when would I play a deck with a sacrifice mechanic that isn't able to benefit from creatures being sacrificed? It's a very circular thought you've got there. This wouldn't be a case of it negating mana dorks. You'd play mana dorks because you played this. Black/ Green/ x decks already don't care if their creatures get caught up in a wrath. Board sweepers become less and less valuable outside of casual metas. Cyclonic Rift is an exception because, typically, being in the hand is worse than being in the graveyard.
You're costing the card as though it will always be used in a deck that isn't going to benefit from sacrificing creatures. A pushed board wipe is fine, but this is really pushed. Even as a six mana flash board wipe.
But it's okay to view it differently. Playtests will work the details of it out regardless of any discussion we have about them.
Kroxa, Titan of Death's Hunger
Omnath, Locus of Rage
Kinnan, Bonder Prodigy
Toshiro Umezawa
Thraximundar
Jirina Kudro
Geist of Saint Traft
Krark, the Thumbless + Sakashima of a Thousand Faces
This site has me constantly saying "Some peoples' kids"