Arvinox, the Mind Flail
Ownership, not control, is the axis this design turns on. Most Magic never distinguishes the two: you play your cards, you control your cards, and the difference is invisible. Here the difference is the whole activation condition. A 9/9 for seven mana would be a fine finisher on its own, but it stays a static enchantment, unable to attack or block, until you control three or more permanents someone else owns. That clause pulls the card out of goodstuff piles and into a specific kind of black deck: theft, mind-control, the strategy that treats an opponent's board as raw material. Bribery-style effects, Threaten variants, anything that parks a stolen permanent under your command doubles as the switch that wakes the body up.
The end-step trigger reinforces the theme from the other direction. Instead of raiding the cards an opponent is about to draw, it peels the bottom of each opponent's library, the card nobody was ever going to see, and lets you cast it: but only if it is a permanent spell, with mana of any color. Lands are permanents, not spells, so they exile inertly and stay stranded; creatures, artifacts, enchantments, and planeswalkers are the ones you get to steal. It is slow, incremental larceny rather than a haymaker, and it scales with every additional opponent whose deck you can strip. The two halves rhyme: one wants you already stealing permanents, the other steals cards for you a sliver at a time.


