Land Equilibrium
A replacement effect dressed in the language of balance, and the name does a lot of misdirection: it does not keep the table even so much as it punishes the act of pulling ahead of you. The clause that matters is "at least as many lands as you do." An opponent who is behind your land count plays freely, dropping land after land with no penalty until they catch up to your total. The instant they tie or pass you, the next land they try to play comes with a tax: it enters, then they sacrifice one of their choice, leaving them stuck at parity. The effect is a ceiling pinned to your own land count, not a lockout, which inverts the usual instinct about how to abuse it. You do not want to strip an opponent's lands, because dropping them below your total just frees their development. You want to keep your own land count low. Sacrifice your own lands, run few of them, and every opponent who is sitting at or above that small number has to feed a land back into the graveyard for each one they try to add. It belongs to a strain of Legends-era enchantment design from a window when "what if this just taxes the act of playing the game" was still a question a card was permitted to ask, and the soft, conditional shape of the tax is the answer that era gave.

