This wouldn't really help, since some lands share their resources/ items. So do you want that group to forbid trading with a whole land, if one of them misbehaves? Also what about depletion in a land that doesn't care about depletion? I think that a land should take care of this, if it happenend in their land and they don't want it to happen.
And if such a depleter can't trade with that group, then that could become a problem for that group. For example one player hoards all the memory stones in magicduel. So that player should have a lot of them. Eventually less players will have memory stones, because of using them. And one of the only ways of getting more is to stop this player from hoarding or to trade with him. So resource depletion could also benefit a player if it is done over a long period of time.
I remember that there were some decent solutions in the other threads about this, but I don't recall them that good. Most of them were focused on changing MD for it via items to indentify them or stealing resources back? Those are also a bit hard to implement. What I would like to see were those ideas of getting more resources in a scene, if a giving event has happenend in MD. For example raining. Water resources will fill up, when it rains. Or the raincollector. I would like to see more of those dynamic resourc ideas.
Also what about removing 0.25 percent of resources and 0.5. Just add 0 resources to 1. This will fill up the scene a lot faster, so it has a better change of not getting immediately depleted.