Balor
The trigger is the whole design conversation: most attack-trigger demons want to be blocked or want a sacrifice each turn, but this one collects its tax twice per copy of itself, once when it swings and again when it dies. That doubles the value of every destruction-based removal spell an opponent points at it, and it turns chump-blocking into a losing proposition, because killing the attacker just fires the second volley. The three modes are built to punish a specific archetype apiece: forced draw-then-random-discard shreds a durdling hand and can strand setup pieces, the nontoken-artifact sacrifice cracks open the artifact-reliant decks that assume their mana rocks and combo pieces are safe, and the hand-size burn scales into a finisher against anyone hoarding cards. Requiring each chosen mode to hit a different player is what stops it from tunneling one opponent into oblivion; at a full table it spreads the pain across several seats, but in a duel it collapses to a single mode per trigger, which is the real ceiling on an effect this sprawling. It descends from the older demons that charged you for their upside (the sacrifice-a-creature and lose-life clauses of earlier printings) but reverses the direction of the tax: here the downside lands on your opponents, and the only genuine cost you bear is that a flying 5/5 draws exactly the removal that arms its second, deadlier round.



