Become the Pilot
Mind control that lends its target evasion is the wrinkle here: most steal-the-creature Auras stop at redirecting an attacker, but this one bolts on a +2/+2 pump and a near-unconditional unblockable clause. The catch built into that unblockable rider is precise and, in the format this card was built for, load-bearing: the enchanted creature can't be blocked unless it's swinging at its true owner or one of their permanents. Take an opponent's threat and you can only ram it through unblocked into a third player; point it back at the person you stole it from and their blockers work normally. That single restriction turns the card into a directional weapon rather than an all-purpose sledgehammer, which is a cleaner design solution than it looks: a straight steal-plus-unblockable would be a strictly-better assassination tool, and the owner-exception keeps the aggression pointed outward. The "enchant noncommander creature" line does the rest of the fencing, closing off the standard multiplayer play of hijacking someone's format-defining legend. What you're left with is a control Aura that reads less like removal and more like conscription: you don't kill the creature, you draft it, buff it, and march it somewhere its former owner can't answer.



