Delirium
A spell that turns an opponent's own creature into a one-shot artillery piece pointed at its controller, and one that can only fire on their turn to do it. The cast restriction is the whole design: by limiting the window to an opponent's turn, this rewires what looks like defensive interaction into a punishment aimed squarely at the active player who just committed to an attack. Tap an incoming attacker and, instead of merely blunting the assault, redirect its full power at the player while erasing its combat damage on both ends. The bigger the threat, the worse the redirection hurts the person who built it: swinging with an oversized fatty becomes a liability, because the more menacing the body, the more it endangers its own controller. It reads like removal and does nothing of the sort. The targeted creature survives untouched; its controller takes the damage instead. The clause preventing all combat damage to and from the creature is the constraint that keeps the trade clean, ensuring the tapped attacker cannot also connect or trade in the same combat, and doubling as a way to neutralize a swing without killing anything. Where most Rakdos cards of this era leaned on raw burn and sacrifice, this one is built on turning an opponent's offensive investment against them: a piece of tempo-and-spite design from an age when combat tricks could afford to be this specific.
