Plague Spores
Two-for-one packaged into a single sorcery: a creature dies and a land dies, and neither comes back. The design logic of stapling Stone Rain to a creature kill is older than it looks (Strip Mine and Sinkhole had already shown how much a dead land warps a turn), but bundling both effects onto one card at six mana is an answer to the multicolor manabases of its era, where killing a fixing land could hurt as much as killing a creature. Black has paid the same genre tax for decades: it does not get to point removal at its own without a workaround, and the nonblack clause keeps the spell honest in a mirror. The "can't be regenerated" line matters more than the rate suggests, since regeneration was the standard insurance against creature removal at the time, and stripping it makes the kill reliable against the bodies people built to survive it. The real cost is the obvious one: six mana for a removal-plus-disruption spell is a tempo loss in any matchup where you are not specifically punishing a greedy mana base. It reads as a card built for grindy two-color decks that wanted a single answer to both halves of an opponent's board: the threat, and the engine feeding it.
