Evangelize
Most theft spells let you cherry-pick the prize: you point at the opponent's best creature and take it. This one hands the choice to the victim, which sounds like a fatal compromise until you remember what buyback does to a repeatable effect. Pay the additional cost and the spell returns to your hand on resolution, so the question is not "which creature do I steal" but "how many turns can I afford to drain a board." Cast for buyback every turn and the opponent gets to surrender their worst creature each time, yet the math still bends in your favor: they are picking the least-bad option from a shrinking pool, and eventually the least-bad option is something you genuinely want, or the only thing left. Handing the selection to the opponent is the cost of permanence; it stops the card from being a clean, one-shot upgrade and turns it into a grind that erodes a whole side of the table rather than snatching a single threat. It belongs to a family of early buyback designs that reframed expensive sorceries as engines you cast over and over, trading mana efficiency for inevitability. The control here is permanent, not a turn's loan, which means even the creature you didn't want stays yours, slowly converting their board into a wall standing in front of you.
