Cruelclaw's Heist
Thoughtseize-style hand disruption has always faced a design ceiling: strip a card and it goes to exile or graveyard, gone but not yours to use. Gift resolves that ceiling by folding the choice into the disruption itself. Extend the offer, and the two-mana theft becomes outright appropriation, letting you cast the exiled spell yourself with mana of any type; withhold it, and the spell collapses into a straightforward hand-strip that exiles their best nonland card and leaves nothing behind. That toggle is the pricing mechanism, and both modes settle at one-for-one: the "steal it" line trades your spell for access to theirs while handing them a fresh draw to replace what you took, so the net exchange is even but the quality swings hard in your favor, since you convert two mana into their best card and pay for it only in tempo. The "just exile it" mode keeps the disruption clean and denies them any draw at all. This is what separates the card from ordinary one-sided discard: it asks you to read the board and decide, as you cast it, whether the theft is worth accelerating their own draws to enable. The mana-of-any-type clause is the quiet enabler, since a mono-black caster could otherwise be stuck holding a stolen spell it cannot pay for. Of all of Gift's applications, hand disruption is among its sharpest: the punishment for greed is a card in their hand, the reward a card in yours you never had to build toward.



