Rivalry
Punish the greedy. That is the whole design here: a symmetrical enchantment that taxes whoever pushes their land count ahead of the pack, two damage at a time, every upkeep, until they stop being the leader. The clever bit is that the card targets a behavior rather than a card type or a creature. Ramp, fetch-heavy manabases, and any deck whose plan is to out-resource the table all walk into it on their own terms; the player most committed to the long game pays the most. It sits among the land-count hate effects of this era, the red-and-white distrust of mana-heavy strategies that asked the aggressor to win the race by making the slow deck's own engine bleed it. The asymmetry is hidden inside a symmetrical text box: a low-curve aggressive deck that has dumped its hand and stopped drawing lands is rarely the one out front, so the damage tends to flow one direction. That conditional, "if that player controls more lands than each other player," is the structural valve that gives the symmetry its teeth without burning the aggressor; tie the count and nobody takes the hit, which is why a stalled board can neutralize it without removal. It is hate aimed at a strategy rather than a permanent, and that framing is what makes it more durable than a typical color-specific answer.
