Feast of Worms
Land destruction at five mana is a hard sell on rate alone, and the bonus that's supposed to justify the price is a clause that almost never fires: the legendary-land rider, which forces a second sacrifice only when the target qualifies. That kicker reads as a product of a moment when the design team leaned on legendary permanents as a draftable subtheme and built cards that punished the legendary lands floating around the format. Outside that narrow window the rider is dead text, and what's left is a slow Stone Rain that demands a second green pip on top of three generic. The structural problem is timing as much as cost: at sorcery speed you're spending a full turn to set an opponent back one land, a trade fair decks rarely want and ramp decks find actively backwards. The Arcane subtype gave it the one reason to exist outside its color: it slotted into Spiritcraft shells that counted Arcane spells cast, caring about the spell as a trigger rather than about what the spell actually did. Strip that context and you're left with a conditional answer whose condition rarely shows up, priced above the unconditional ones it competes with.
