Terra Eternal
A symmetrical land-protection enchantment is a strange thing to build, because the symmetry is the problem the card never quite solves. Granting indestructible to all lands neutralizes a whole class of board management at once: no Armageddon falling apart on you, no Wasteland picking off a key dual, no earthquake-style sweep clearing the manabase. The catch is that "all lands" is rarely a one-sided clause. The opponent's lands get the same coat of armor, so the card only earns its three mana when the protection points overwhelmingly at you: when your own lands carry abilities, counters, or creature animations worth shielding from removal. That asymmetry-of-intent is the whole design, and it explains why a card that reads as a hard counter to an entire archetype has lived as a niche piece rather than a staple. Indestructible is a narrow keyword pretending to be a broad one: it does nothing against bounce, against exile, against forced sacrifice, against the many ways a permanent leaves the battlefield without being destroyed. What the card actually offers is a permanent, one-card insurance policy for builds that intentionally walk into mass land destruction, the rare seat where granting the table indestructible lands still leaves you the only player who profits from the deal.
