Tremble
Land destruction with a generosity problem: it strips every player's mana base equally, the caster included, and lets each player pick which land to give up. That second clause is what gentles the effect into near-irrelevance. Symmetrical resource denial only matters when you can break the symmetry, and this hands the choice to your opponents, so they shed the land they need least while you do the same. Compare the spells that made land destruction matter: Sinkhole and Stone Rain target, letting you strip the dual or the lone source of a color and leave the chaff behind. Armageddon pays for its symmetry with totality, wiping everything so there is nothing left to choose. This does neither: it neither targets nor sweeps, so the symmetry stays intact and the choice stays with the player you least want to have it. It reads like a card built to barely inconvenience, a low-impact effect that wants to live in a deck punishing players for tapping out or leaning on nonbasics, and the design never found that home. What it documents is the early-era instinct that land destruction had to be costed and hedged into safety, a conservatism designers later abandoned once it was clear that symmetrical land loss with no lever to exploit the asymmetry simply trades a card for nothing.
