Fallow Earth
Land destruction that destroys nothing, which is the entire point of the design. Instead of permanently removing a land the way Stone Rain does, it costs an opponent a full draw: the land goes back where the next card should be, so their following turn is spent redrawing something they already had. The friction is measured to the turn. Green has rarely been trusted with clean answers to lands, and the color's disruption almost always arrives with a built-in concession; here the concession is that you give the resource back rather than strip it, which keeps the exchange honest and fits green's lane of pressuring tempo rather than dismantling a board. The target choice matters more than the spell itself. Pointed at any old untapped land it is a one-turn stumble. Pointed at a land an opponent worked to assemble (something fetched or recurred into position), it unwinds a turn of setup and forces that work to happen twice. Two restrictions keep it from doing more. It is a sorcery, so it cannot ambush a key land drop or catch a land mid-activation. And it draws no cards of its own, trading only in time, which makes it a tool for a deck already ahead and trying to compound a lead, not one trying to claw back from behind.

