Possessed Portal
Most stax pieces tax one resource and let the rest of the game keep moving. This one shuts the door on the single thing every deck depends on: it stops drawing entirely, for everyone, including the player who landed it. Once it resolves, no one draws another card, and the end-step clause grinds those in hand down too, forcing a permanent off the board or a card out of hand every turn until both run dry. The design tension lives in who survives the clock it sets. Whoever cast it pays eight mana to enter a war of attrition with no resource trickle, so the card rewards a board and a hand that were already ahead, ideally backed by recursion or token fodder to feed the sacrifice tax indefinitely. It is a prison built for a player who has already won the early game and wants to slam the cell shut before anyone rebuilds. The complete denial of the draw step sets it apart from softer lock pieces that merely raise costs or skip a phase; there is no incremental disadvantage, only the absolute floor of zero new cards. That severity is also its ceiling: at eight mana with no immediate board impact, it does nothing about whatever is already threatening to kill you, and the symmetry punishes the controller as hard as the table unless the supporting cast is built to laugh at running out of resources.
