Global Ruin
Mass land destruction usually reads as a guillotine: Armageddon levels the board to zero and lets whoever got ahead first keep the spoils. This one works by basic land type instead, leaving each player one land of each basic type they control and sacrificing everything else. That single mechanical hinge inverts the usual incentives. A five-color manabase spread across all five basic types survives nearly intact; a mono-white deck holding nothing but Plains, however many, walks away with exactly one land. The card rewards breadth and punishes simplicity, which is the opposite of how a fair reset behaves and the whole reason it exists as a Domain-era payoff rather than a generic sweeper. Nonbasic lands matter only insofar as they carry basic types: a land with no basic type at all is just fodder for the sacrifice clause, so utility lands and colorless sources offer no protection here. The symmetry on the text is genuine, but the asymmetry in practice is the entire pitch. A player on a deliberately diverse base can resolve this, keep three or four lands, and strand a focused two-color opponent on one or two, all while looking like they cast an even-handed spell. It is a control tool disguised as a leveler, and the player who plays the most basic land types is almost never the one who breaks even by accident.

