Seismic Spike
Every Stone Rain descendant pays the same toll: spending four mana to strip a land sets you a full turn behind your own development, hobbling the attacker alongside the defender. This one hands part of that toll back. The destroyed land returns on resolution, so the real outlay is two generic mana plus the card to peel a permanent off the board. The refund only matters if you have somewhere to put it, and that somewhere has to be ready at sorcery speed with red pips waiting: a burn spell to point at the opponent's face, a second land-destruction spell already in hand to push the lock further, a creature you can cast in the same main phase. A deck that treats land destruction as a single act of disruption gets nothing from the rebate; one built to chain its mana forward gets a smoother turn for the same effect. Red's mana denial has always depended on converting a tempo lead into a finish before the opponent rebuilds, and the returned mana is a small lubricant on that conversion rather than a new gear. It stays a supporting tool in that toolbox: the four-mana baseline effect, with the tempo sting partially defrayed for anyone positioned to spend the refund the moment it arrives.
