Divine Intervention
The rare Magic card whose win condition is "nobody wins." Eight mana, two upkeep ticks, and the game ends in a draw: it is the only enchantment in the game whose stated function is to end the game in a draw without resolving it. The design is a deliberate pressure valve on the cracked premise of Legends, where Mirror Universe, Land Equilibrium, and a stack of asymmetric prison pieces could put a player into positions no amount of clean play could escape. Divine Intervention is the trapdoor exit: if you cannot win, you can at least refuse to lose, and you have to spend two full upkeeps telegraphing it. The two-counter clock is what does the structural work. A one-shot version would have been a concession-prevention button; the two-turn window forces the opponent to either kill you, kill the enchantment, or accept the draw, which turns the card from a refusal into a negotiation. Modern enchantment removal has made it largely a curiosity, and the tournament rules around intentional draws have absorbed most of the social work it once did. What remains is the design artifact: a card that treats "the game is a draw" as a printable outcome rather than a procedural one, and the only card in Magic's history to do so on its own terms.

