Court of Locthwain
The Court cycle's whole conceit is a payoff that swings on whether you can hold the crown, and the black entry stakes its escalation on the most aggressive theft in the group. Losing the monarch leaves you with each upkeep's exile as a slow card-advantage drip, playable but still paid for. Keeping it turns that drip into a free cast: the top of an opponent's library becomes yours to play at no mana cost, from within their own deck's spell quality. The base mode is already color-agnostic (mana of any type covers whatever you steal), so the enchantment happily reaches into a green ramp payoff or a red haymaker regardless of your own colors. The upgraded mode strips the cost entirely, one spell per turn, which is where the design's tension lives: monarchy is a target painted on your face, forcing combat you might not want in order to keep an engine that only compounds while you win the fight over it. Unlike the sacrifice-fueled or attack-triggered value pieces black usually leans on, this one asks nothing of your own board; it asks you to survive being the table's shared enemy. The exile pool grows over time, so a Court that lives several turns banks options rather than a single steal, letting each monarch-held upkeep pick the best card sitting in the pile. It is a monument to why the monarch mechanic works at all: a reward good enough to be worth bleeding for.

