Abduction
Mind control with a built-in compensation clause, and the compensation is what makes the design strange. Most theft auras of this vintage simply granted control until they fell off; here, the enters-the-battlefield untap matters, but it does not do what a hasty steal-effect does. Because nothing grants the stolen creature haste, it still has summoning sickness the turn it changes hands: it cannot attack or use tap abilities, and the untap (a trigger on entry, not a windfall during the untap step) exists chiefly so the creature can block on the opponent's turn. The real wrinkle is the death trigger. When the creature you stole dies, it comes back under its owner's control, not yours. That single line turns a permanent theft into a lease with a return policy. The thief who wants to keep the body has to keep it alive, because death is how the original owner gets it back, free of the Aura. This rewrites the threat assessment around removal entirely. Destroying the creature in response to Abduction is the answer that actually denies anything: the Aura loses its only legal target, fizzles, and never enters, so the death trigger never exists to bring the creature back. Wait until the Aura has resolved, though, and removal becomes a gift to the original owner: the death trigger fires and the creature returns home to its rightful controller. A control spell whose entire counterplay turns on a single beat of timing.


