Early Frost
Tapping lands was supposed to be a tempo play, the kind of thing that wrecked a creature-based opponent's plan for one crucial turn. This one tries to do that work and runs into the central problem with the effect: tapping three of an opponent's lands only matters if you can spend the window it buys. The instant timing is actually the part that works, since it lets you fire on the opponent's upkeep to strip their main-phase mana before they ever get to use it; the trouble is converting that stolen window into something permanent. It does not destroy the lands, it does not stop them untapping next turn, and it does not advance your own board; it just delays. Cards like Stone Rain and its descendants attacked mana by removing it permanently, which at least left a lasting hole. A temporary tap approximates a Time Walk only when the rest of your deck is built to turn the denied turn into something irreversible, and a two-mana spell that leaves nothing changed on the board is a poor foundation for that. The effect has a tidy home in mono-blue tempo lines that want to stall a key untap (denying a land-fueled activation, slowing a ramp turn, freeing up a counterspell), but the ceiling is exactly as high as the surrounding deck, and the floor is a blank. It is a clean example of why land-tapping never became a serious archetype: the math only works when your opponent has too few lands to fight through, and by then you have usually already won.
