Chamber of Manipulation
Threaten effects usually price themselves into a tempo gamble: you pay up front, swing once, and the creature goes home. This routes the theft through a land instead, which quietly rewrites the math. The four mana is a one-time cost; the repeatable steal lives on the enchanted permanent, and each activation costs only a tap and a card from hand. That turns a single-use combat trick into a slow value engine, the kind of thing that wants a deck flush with disposable cards rather than a precise window. The discard requirement is the governor: it keeps the loop from being free and ties the card to graveyard-friendly or card-rich strategies. The granted ability carries no timing restriction, so the theft fires at instant speed, but the duration is the real shape of the thing: control reverts at end of turn no matter whose turn it is. There is no haste attached, so a creature grabbed on your own turn arrives summoning-sick and cannot attack; the borrowed body is good for blocking, for a sacrifice outlet, or for tapping it down before it can be used against you. The structural weakness is the one any Aura carries, doubled: kill the land and the engine is gone, and a card spent enchanting a land is a card spent on something an opponent can answer cheaply. This belongs to an older sensibility of slow blue control built to grind value across many turns rather than seal a game in one, a patience that has largely been priced out in favor of effects that pay off the instant they resolve.
