When Doomgrinder is in play, any cards that make any player draw more (or less) cards than anyone else are discarded and none may be played either.
Copyrights:
TSR
Wizards of the Coast
The Doomgrinder is one of the most effective anti-speed card ever created.
While in play, no cards that allow any player to draw more cards than anyone else may not be played. This includes realms (like Tyr (224/1st)), holdings (like Mulmaster (33/1st)), artifacts (like Medallion of Faith (25/DL-chase), magic items (like the Bag of Holding (28/AR)), events (like Good Fortune (100/1st)), and other cards. Additionally, if any of those cards are in play, they are immediately discarded (even if their effect has already been used, like with Temple of Elemental Evil (17/4th), or could be used, like Duchy of Tenh (139/3rd)).
Even more impressive is that is also gets rid of cards that reduce a player's draw, like The Ring of Winter (61/FR), Dragon Font (20/AR-chase), and even Two Fisted Player (51/MI), sending the dungeon to the void. Overall, this effect is huge, and can fully shape a game.
The only problem it has is that it is a Greyhawk artifact, making it more difficult to play. A deck using this strategy should avoid all cards that stay in play for the effect (Tyr is out, but Good Fortunes isn't a bad choice), and find enough solid champions to attach it to, especially if they can get solid immunity. Good examples include Erital Kaan-Ipzirel (81/AR) (if you don't plan to use her escaping power), Bigby the Great (28/RR), The Keeper (43/RR), Gib Irod (21/NS-chase), or Rary the Traitor (161/1st) / Rary's Apprentice (19/DU-chase), and Gib Ergo (32/IQ). The best counter for this are the same cards that can be used to destroy any artifacts, like Fast Talking! (210/1st) or Cone of Cold (368/4th). However, on this that goes around it are cards that make all players draw or discard, such as Treasure Fleet (214/2nd) or Black Bess (2/FR).
The nastiest combo with the Doomgrinder is using it with Elyk the Bard (24/DU-chase). Even though it destroys the speedy realms, it still lets you go fast while other players are slowed down. Very nasty. Otherwise, be prepared for a slow, fair game, some players' worst nightmares. Because of this, this card will show up in many settings, and all speed decks need to be ready to nail it.