High Seas
Color hosers from the early era leaned hard on the enemy-color wheel of the original five-color philosophy: blue's allied colors were white and black, its foes red and green. This enchantment punishes both at once, putting a flat one-mana tax on every red and green creature spell while leaving the rest of the game alone. The number sounds trivial, but it compounds against any creature-heavy plan: a curve built to land bodies on consecutive turns starts skipping, and every threat arrives a beat behind schedule. The mechanism is the standard cost-increase ceiling, applying to spells while they sit on the stack, so it slows how fast a board can be rebuilt after a wipe or recommitted after trades; it does nothing to creatures already in play. The catch worth being honest about is that the tax is global, not one-sided: it cares only about a spell's color, not its caster, so any deck splashing red or green for its own creatures pays the same toll. A build that stays clear of those colors entirely pays nothing, and that asymmetry is what files the card under control rather than midrange. Narrow by construction (it taxes two colors and ignores the other three), and that narrowness is the price of a near-free tax that, against the right opponent, quietly throttles their entire deployment.
