Bite of the Black Rose
The voting mechanic turns a sweeper-or-discard split into a social problem rather than a deckbuilding one. The two outcomes are tuned to roughly symmetrical pressure: a -2/-2 board wipe that clears tokens and small creatures, or a two-card discard that carves into each opposing hand. Because the controller votes first, the opponents are stuck reacting to a known stake, and they almost never agree on which outcome hurts least: the player flooded with creatures wants psychosis, the player hoarding cards wants sickness, and any tie hands the discard to everyone opposing you. That asymmetry of pain is the design point. A creature-heavy board gets punished if it votes to save its hand; a control hand gets stripped if it votes to save its creatures. The caster does not pick the result so much as set the trap and let the table's conflicting incentives resolve it, which means the spell is at its best precisely when opponents have divergent things to protect. Will of the council cards live or die on this kind of structured disagreement, and this one frames the disagreement as a choice between two punishments rather than a benefit to be claimed, so there is no comfortable vote.
