Raiding Party
Pure color-pie editorial from the era when designers expressed faction hatred through mechanics rather than rate. The premise is a grudge made literal: an Orc warband torches the white army's homeland, and the entire card is built around the asymmetry of who gets to defend it. The protection clause keeps white from interacting with the enchantment on white's own terms, so the counterplay the white player gets through the enchantment is the one the Orc player grants them: tap your creatures to save your land, two Plains at a time, and watch every unprotected Plains burn. That makes the sacrifice ability a strange negotiation rather than a clean blowout. The white opponent decides how much tempo they are willing to pay to keep their manabase, and the card scales with how committed they are to mono-white. Against a deck running no Plains at all, it does nothing; against a heavy white board it can flatten a manabase while leaving creatures tapped and exposed. The Orc requirement ties it to a creature type Fallen Empires actually supported, the structural tether that stops the engine from churning out repeatable land destruction for free. It belongs to a family of hyper-targeted hosers from the period (color-specific protection, type-specific punishment) that the design philosophy has since largely abandoned, valuing cards that read on more than one board over cards that read as blank against most of the table.
