Psychic Allergy
A punitive enchantment built on a tax it almost certainly cannot pay. The damage clause is the easy part: name a color, and every nontoken permanent of that color an opponent controls turns into a per-turn pulse of damage on their own upkeep. The teeth are real against a committed mono-color board. The problem is the upkeep cost, which asks you to sacrifice two Islands every turn just to keep the thing alive. That is not an activation fee; it is a clock running against your own manabase. Two Islands a turn is a rate no blue deck of the era could sustain past a turn or three, which means the card was designed to fire a burst of damage and then eat itself: a self-immolating threat rather than a permanent fixture. The color-choice mechanic is more forgiving than the rest of the design, since at five mana you choose as the enchantment enters and can simply read the opponent's existing board to point it at their densest color. What you cannot do is repoint it once that board shifts, so the commitment is locked the moment you pay in. Read together, the two clauses describe a deliberately self-limiting design from an era when blue was allowed to do brutal things to opponents as long as the cost was equally brutal to its controller. It punishes a color-flooded opponent hard, briefly, and at a price meant to be unpayable; the destruction trigger is the balancing discipline that keeps a repeating damage engine from ever being free.
