The use of contrasting reds and greens, the spikes and sawblades conveying a sense of terrible danger, and just the figurative image of someone fleeing while on a treadmill all combine to create a sense of dread that is perfectly captured by the title of the card
Drawing even Interface and gameplay-wise, Arena feels about par for the course in comparison to its contemporaries
Im just saying that pushes us into topdeck mode, where Drake Haven is probably at its worst
Being able to do this four times is incredible, and can lead to your battlefield being full of all of your opponents' strongest creatures
III Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control
If you leave the game, any lands you control from Realmbreaker's ability are exiled