Storm World
A symmetrical hand-size pressure plate that runs counter to red's whole instinct. The math punishes the empty grip: hold four or more cards and your upkeep costs you nothing, but burn down to a single card and the enchantment hits you for three, all the way to four off an empty hand. Red is the color that historically dumps its hand fastest in pursuit of tempo, which means the player most likely to be standing in front of this thing is the one who deployed it. It rewards the patient hoarder and taxes the aggressor, an upside-down incentive for a one-mana red enchantment, and that inversion is part of what makes it such a strange artifact of its era. The World supertype does the structural work: only one can be in play at a time, and any new World replaces the last, which turned these cards into a meta-layer where players fought over which global rule was active. That axis largely died with the supertype's retirement from active design, leaving the Legends Worlds as relics of an abandoned experiment. The card's oddness is not the rate (a red one-drop threatening four a turn would be absurd at almost any point since) but the threat model: it presumes a board state where someone has emptied out, and it asks red, of all colors, to keep its cards in hand.

