Despotic Scepter
A self-destruct button that only points at your own things, which reads as a drawback until you see the design problem it answers: ownership in Magic is permanent, but control is not, and a deck built on temporary effects accrues liabilities it has no clean way to retire. The "you own" restriction is the entire identity. This is not removal pointed at the table; it is a release valve for permanents you control under terms you'd rather end early. Donate a useless artifact or a punishing enchantment to an opponent and you've handed away something you still own, which means the Scepter can call it back to the graveyard on demand: the threat that makes a forced-gift line safe rather than a permanent concession. The same logic covers your own permanents that have grown into liabilities, or a board state where dismantling something of yours mid-combat changes the math. The regeneration clause is the detail that justifies the rest: it makes the destruction final, so the Scepter can dispose of a regenerator on your own side without it crawling back. One mana and a tap is a low price for an effect this narrow, but narrowness is the point. It is a piece engineered for decks that traffic in conditional ownership, where the ability to undo your own contracts is the difference between a clever play and being stuck with the wreckage of one.

