Act of Authority
A leasehold on removal. The first exile fires when the enchantment lands, no different from any other Disenchant on a stick, but the recurring upkeep trigger is where the design gets honest about its own power: every artifact or enchantment you eat after the first hands the whole machine to the exiled permanent's controller. Control of Act of Authority is the rent you pay for repeatable exile, and your opponents pay it forward in turn. The result is a removal engine that ping-pongs around the table, each player using it once before passing the parcel along with the same artifact-or-enchantment target restriction it always had. That circular ownership clause is doing real political work: it cannot run away with a multiplayer game because the moment it threatens to, it changes hands, and the player who just lost a key artifact becomes its new pilot. It is one of the cleaner examples of a card whose balancing mechanism is not a counter or a sorcery-speed clamp but a transfer of control written into the cost of using it. The optional wording matters too: you can hold the upkeep trigger to keep the enchantment yours, banking exile for a turn when a worthier target appears or simply when you would rather not arm a rival. Shaped entirely by the question of who holds the leash next turn.
