Alicia Masters, Skilled Sculptor
The end-step clause is the strange one, and it runs backward through everything red usually does with other people's creatures. Red steals: Threaten, Act of Treason, Insurrection, a whole tradition of borrowing a body for a swing. Those effects already hand the creature back at the end of the turn, though, so Sense the Good is not a leash on your own thefts. Its target is the other direction: creatures that have changed hands permanently. Donate, Zedruu-style gifts, control-magic that sticks, an opponent who has taken a creature you own and refuses to give it back: every one of those gets unwound at the beginning of your end step, and it happens for everyone at once, every one of your turns. That table-wide repatriation is the design's real function, a recurring reset button aimed squarely at permanent-theft strategies rather than the temporary kind. Note the friction it creates with your own permanent steals: if you Act of Treason someone's blocker, fine, that returns anyway; but a lasting Mind Control on your side of the board goes home too. The 0/4 body is built to hold the ground while the combat trigger drips out Treasure whenever you've already cast a noncreature spell that turn, tilting the shell toward spellslinger lines over a creature-dense board. A two-drop legend that repatriates every creature at every one of your end steps is less a value engine than a rule the whole table lives under.

