Earthlink
A symmetrical land-destruction engine built on top of the era's most universal trigger: creatures dying. Where most Armageddon-style effects blow up lands once and move on, this one taxes every death from the turn it lands onward, draining whoever loses a creature of a land in the same beat. The Jund three-color cost and the upkeep tax are the two pressure valves doing the balancing work. The -per-turn upkeep means the enchantment is not free to keep online; you are paying a creeping cost to maintain a stalemate that punishes whoever blinks first in combat. And because the controller of the dying creature chooses which land to sacrifice, the effect grinds rather than executes: nobody gets to surgically strip a specific dual, players just hemorrhage mana over a war of attrition. The design's flavor is slow strangulation, a card that reduces the game to who can afford to keep their creatures alive and their lands intact longest. It belongs to a strain of mid-90s enchantment design that valued symmetrical, board-warping effects you had to navigate around rather than cards that simply ended games. Awkward, demanding, and built for a metagame that prized grinding inevitability over speed.

