Aethersnatch
Stealing a creature is old hat; stealing the spell on its way to becoming one is a different category of theft. Where Control Magic and its descendants wait for the threat to resolve, this snatches the spell off the stack before its controller ever gets the value, and the redirect clause turns the theft into a weapon: the parenthetical about new targets means an opponent's removal can be bent back at their own board, a counterspell pointed at a different target, a burn spell sent at their face. The six-mana price and double-blue commitment are the toll for what amounts to a one-card two-for-one against any spell worth answering, and the instant timing is the whole proposition, because acting at sorcery speed would mean the spell is already gone. The wrinkle worth dwelling on is that a stolen permanent spell enters under your control: cast their bomb, keep their bomb. It is a punisher disguised as a counter, sitting in a design lineage that includes Commandeer and Misdirection but going further than either, since it takes the spell wholesale rather than redirecting or bouncing it. The cost keeps it honest in a way a cheaper version never could: at six mana you are holding it up for the single highest-value target a table can offer, not trading it for whatever resolves first.

