Primal Order
A punitive enchantment built to tax the one thing nearly every deck depends on without thinking about it: nonbasic lands. The design logic is hate-by-attrition. Rather than destroying mana sources or countering spells, it sits on the battlefield and bills each player at upkeep for the convenience of their dual lands, their utility lands, their fetchable fixing. The clever asymmetry is that it punishes everyone, but the controller can sidestep the bill simply by running basics, which turns a symmetric global effect into a one-sided clock against the greedier manabase. That makes it a deckbuilding contract as much as a card: play it and you have committed to a leaner land suite in exchange for a Sword of Damocles hanging over your opponents' fixing. The timing matters too. Because the trigger fires on each player's own upkeep against their current board, an opponent who has cracked fetches or played painlands to power out is paying for that ambition on their next upkeep and repeatedly thereafter, with no way to interact short of removing the enchantment. It reads as a hoser, and in an era of basic-heavy decks it often whiffed, but as manabases grew more decadent its ceiling rose with them: the more a format leans on nonbasics, the sharper the tax bites. A blunt, color-pie-honest answer to the problem of land greed, printed long before that problem became universal.


