Tunnel Ignus
A hate card aimed at one of the oldest engines in the game: putting multiple lands into play in a single turn. The trigger is narrow by design, ignoring the first land an opponent plays and punishing only the second, the third, the fourth. That construction tells you exactly what it was built to police: not normal land drops but the ramp and recursion strategies that flood the battlefield from a single source, whether that's a land-fetch chain, a mass-return of lands from the graveyard, or any engine that turns surplus land drops into a runaway advantage. Each extra land becomes a three-damage strike to the face, and a fast ramp player can burn a startling chunk of their own life total just to assemble their plan. The creature itself is incidental, a vessel to carry the trigger onto the battlefield and apply a clock while the punishment accrues. What sets the design apart from conventional disruption is that it never fires against an opponent who plays one land per turn: it is not removal and not a counterspell but a tax meter, dormant until someone breaks the one-land-per-turn convention. The more egregiously they break it, the more it hurts, which makes the card a self-scaling answer rather than a fixed one. It does nothing to the patient and everything to the greedy, and the entire design lives in that asymmetry.
