Steam Vines
Land destruction that refuses to commit to a side. The trigger fires the moment the enchanted land becomes tapped, by any means: the controller drawing mana from it, your own Icy Manipulator locking it down, a creature-land swinging into combat. When it fires, the land is destroyed, its controller takes one, and rather than going to the graveyard with its victim, the Aura leaps onto a land of that player's choosing. That last clause is the design's whole personality and its whole limitation. Because the controller picks the next host, they can fasten it onto one of your own lands and hand the trap right back, so the next casualty is yours. The Aura becomes a recurring tax that punishes whoever is forced to tap into it, and the single point of damage accrues against both players over a long game rather than draining one target. The escape hatch is the trigger condition itself: as long as the marked land stays untapped, nothing happens, so a careful holder can sandbag it until the mana is unavoidable. It descends from the red land-hate tradition of Stone Rain and Pillage, but those are clean one-shot tempo plays; this swaps that finality for recursion you cannot steer. You destroy a land now and accept that the threat may circle back onto your own board, which is why it wants a manabase that can absorb the loss and a game plan patient enough to keep feeding lands into the trap.
