When played or rebuilt, this realm steals the power of any other realm in an opponent's formation, which is now considered to have no special power until this realm is razed or discarded.
Copyrights:
TSR
Wizards of the Coast
In many ways, this card is very much like the Land of Legends (4/IQ). However, it is more offensive, by not only copying a realms power, but also removing the power from the target realm.
It should be remembered that this power only activates when the realm is played or rebuilt, so powers such as Menzoberranzan (2/1st), Temple of Elemental Evil (124/1st), and Ancient Kalidnay (92/AR) after it has been used for the extra turn are useless, as those powers have been fully used, or activate too quickly to be stolen.
Since many decks carry realms that work well against them to prevent the opponent getting a chance to play (like Mount Deismaar (9/DR) in a blood ability deck), this would be the best way to turn that strategy against them.
This is strongest in a one-on-one match, as in a large multiplayer game, while a player may be willing to take an opponent copying their realm (like with the Lands of Legend), they will mercilessly target a player who is holding their realm's power hostage.
Even with this minor problem, this card will find itself in many strong tournament decks. Combinations with cards like Oasis of the White Palm (23/RR) or Cavern of Ancient Knowledge (18/NS) help protect this realm well, and, unlike the Lands of Legend, this realm does not copy the opposing realm's world.