Yawning Fissure
Land denial that never actually denies anything. Five mana for a single land per opponent is a rate that lost its argument long ago: the sorcery-speed land hit was a fringe effect when it cost three or four, and stretching it higher only widens the gap between what you pay and what you accomplish. The deeper problem is the choice clause. The opponent picks which land to part with, so you never strip the specific mana that would disrupt a turn; they shed the basic they can spare and keep the dual that matters. You spend a whole turn, develop nothing, and leave each opponent down exactly one land they were happy to lose. The multiplayer scaling is the only place the math leans your way, since each additional opponent adds a sacrifice for the same fixed cost, but even there the effect arrives a full turn too slow to genuinely set anyone back. This sits in the long line of cheap-to-print, expensive-to-cast disruption that fills out a red common slot: attrition that reads as pressure on paper and plays as a tempo loss in practice. The mass-sacrifice frame is also what keeps it tame, since asymmetrical wording would let the caster orchestrate a far nastier line; routing the loss only at opponents, but handing them the decision, defangs the effect on both ends at once.
