Conjured Currency
The classic Donate effect is a one-shot transaction: you hand over the liability, the gift stays put, and you bank whatever you arranged on the back end. This enchantment rewrites that bargain into something that never settles. At the beginning of each of your upkeeps you may swap it for any permanent you don't already own or control, so the earliest exchange comes the turn after it resolves: you wait one cycle, then trade the enchantment away for an opponent's best creature, taking the creature and saddling them with a six-mana blue enchantment they now have to deal with on their own clock. From that point the trigger belongs to whoever holds the enchantment, not whoever cast it. The controller of the moment is the one who gets to exchange it next upkeep, which makes the card a perpetual loan renegotiated by anyone holding it. What pays for the effect is the cadence and the optionality: it only fires on the controller's upkeep, it's a "may," and the target must be a permanent that controller neither owns nor controls, so the political texture is baked in. The enchantment becomes a circulating asset, drifting around the table as each holder trades it up for something better and inherits the obligation to offload it again. The strategic axis is built on the fact that nobody can ever fully own it: control is the whole point, and control is exactly what the card keeps refusing to let anyone keep.
