Blatant Thievery
Where Control Magic and its descendants steal one thing, this scales its theft to the size of the table: every opponent surrenders a permanent of your choosing, with no commonality required between the targets. That structure is what makes the card a multiplayer specialist rather than a duel tool. Against one opponent it is a wildly overcosted single-target steal, but add bodies to the table and the rate inverts: seven mana to take three of the best permanents at once is a swing no single removal spell or counterspell can match. The flexibility is total within each opponent's board: a creature here, a planeswalker there, the artifact that completes a combo from a third, all in one cast. There is no tag-back clause, no upkeep cost, no aura to bounce; once it resolves, control simply transfers and stays. The honest cost is the triple-blue commitment and the sorcery-speed restriction, which means the permanents you take are chosen on your terms, during your main phase, rather than snatched in reaction to a threat already on the stack. You cannot hold this up to steal a finisher mid-combat or redirect a fresh bomb the turn it lands; you tap out on your own turn and take what is sitting in play. That tempo cost is the only thing the spell asks back for an effect that otherwise offers nothing in return: a flat, permanent, table-wide redistribution of the best things other people built.



