Construct a Cosmic Cube
The payoff written on the second half of this enchantment is one of the rarest effects the game ever prints: a full turn of controlling an opponent, seeing their hand and making every decision for them. Mind control effects have always sat at the extreme edge of what the game will hand a player, because reading a hidden hand and steering a whole turn breaks the information asymmetry the game is built on; the price here is a seven-counter climb that meters the power out over many turns. The engine that drives that climb is the real design work. Rather than gate the counters behind a resource you can dump in one turn, it hooks them to a repeatable rhythm: draw your second card each turn, get a menace body and one counter, once per turn, no more. That cap is what keeps it honest without a static life or mana cost, and it quietly rewards the incidental card-advantage engines a black deck already wants to run. The Villain tokens are not garnish either: seven of them accrue on the way to the sacrifice, so a deck that never reaches the seventh counter still built a menace-laden board while it tried. The whole thing reads as two cards stapled together (a grind-out token generator and a game-ending steal), but the counter chain is the thread that makes them one plan rather than two.

