Planetary Annihilation
The symmetry here is doing something older land-destruction never bothered with. Armageddon and its kin wipe everything to zero and let the player who dumped their hand first pick up the pieces; this one leaves each player standing on six lands, which is a very different negotiation. Six is enough to keep casting, enough to hold a board together, enough that the ramp-heavy table full of eight-, nine-, ten-land sprawl loses the most while the disciplined deck barely flinches. It is punitive stripping dressed up as fairness. The 6 damage rider is what fuses the two halves into a single blowout: it clears the wide, fragile boards that a mass land sacrifice would otherwise leave intact, and it does it at a threshold high enough to catch the fatties that survive most sweepers. That pairing (reset the manabases, then scorch the board) makes this a genuine reset button rather than a one-sided tempo swing, and the player who benefits is whoever built to operate lean and rebuild from a graveyard rather than from lands in play. The card asks a pointed question of the table's ramp decks: how much of your engine lives above the sixth land, and can you afford to lose all of it at once? For everyone else, the answer is a shrug and a rebuilt board they were already prepared to fight through.

