Atemsis, All-Seeing
Most alternate win conditions ask you to assemble a machine; this one asks you to curate a hand. The kill lives on a damage trigger: connect once, reveal your hand, and if the cards span at least six different mana values, the defending player is removed from the game outright. Because it fires on any damage Atemsis deals to an opponent rather than combat specifically, a noncombat hit still opens the same window, though the 4/5 flying body is the natural delivery. That single restriction (six distinct values, not six cards) is the whole engineering problem, and it inverts how a control deck normally treats its hand. Ordinarily you empty your hand efficiently and land on redundant, cheap answers; here you want a hand of deliberately staggered costs, a zero somewhere, a one, a three, a five, whatever fills the gaps, held together rather than spent. The draw-two-then-discard activation is the tuning knob, sculpting toward the spread you need while quietly banking raw card advantage in the turns before the trap is ready. What keeps the design honest is that the win still requires damage getting through: a chump blocker or a single removal spell buys another full turn, and until that damage resolves the hand is hidden information, so the opponent has no way to see the values fill in or know the exact turn the condition is armed. It belongs to the small family of Sphinxes whose omniscient flavor, the reading of a mind laid bare, is welded directly to the mechanic: victory conditioned on the precise shape of what you are holding.


