Dream Tides
A tax dressed up as a stasis effect, and the green clause is sharper than it first reads. The blanket line that creatures never untap on their own is a Stasis-style lock, but the upkeep escape valve changes the texture entirely: every player gets the option to buy back tapped creatures at two mana a head, so the card does not freeze the board so much as price attacking and blocking. The load-bearing detail is which creatures get to pay. Only nongreen creatures can be untapped for the toll; green creatures are caught by the lock and have no escape at all, frozen the moment they tap until something else untaps them. That carve-out reads as flavor (Visions leaned hard on a green-versus-the-world identity) but it functions as a directed clamp: the enchantment is a soft tax against everyone else and a hard lock specifically against green boards. It belongs to the symmetric-permanent school that produced Stasis and Winter Orb, designs that printed a board-wide restriction and trusted players to break the asymmetry themselves. What dates it is the rate. Four mana for a clamp that most opponents unwind for two per creature, every turn, is a far gentler grip than the hard Stasis lock it borrows from. The card only bites in full against a creature base that cannot pay, which is to say it was built to punish one color and tax the rest.
