Petravark
Land destruction in red usually means something is gone for good: Stone Rain blows up a land, Pillage takes an artifact with it, and the card ends up in the bin. This temporarily strands a land in exile instead, and the catch is who controls the return. When the Nightmare Beast dies or otherwise leaves the battlefield, the exiled land comes back to its owner, not its destroyer, so the disruption persists only while the body survives. That turns a 2/2 into a wager: every point of damage, every removal spell, every chump-block decision is also a decision about whether your opponent gets their land back. The structural cousin here is the flicker-and-steal template that later creatures like Banisher Priest formalized, where exiling a permanent and tying its fate to a fragile creature became a clean, repeatable design frame. Petravark is an early, rough draft of that idea aimed at lands, which makes it more of a tempo tax than true removal: you are buying a turn or two of a missing land while daring the opponent to kill a creature they would happily kill anyway. The Nightmare Beast typing and the flavor of a burrowing thing swallowing the ground it stands on give the effect a logic the rate alone never justifies.
