Flash Conscription
The Threaten effect, taxed heavily for the privilege of casting it on the opponent's turn. Where the baseline steal sat at three mana at sorcery speed, this one runs to six and trades that doubled cost for a window that changes everything about how the borrowed creature plays. You can wait for an attacker to commit, a blocker to be assigned, or a removal spell to land on the stack, then pull the trigger when the theft is most lethal: a flash steal turns the opponent's biggest threat into an ambush blocker, or yanks it out of combat math they already committed to. The untap clause matters as much as the theft, since it lets you take something that has already attacked or tapped for an ability and immediately swing back with it. The rider is the design tell, a conditional bolted onto a plain red instant: spend a single white among the six and the stolen creature drains for whatever it connects with, turning a one-turn loan into a real life swing rather than pure tempo. It is not hybrid and not kicker; the card stays castable on red alone, and the white only sweetens it for a mana-flexible shell of the multicolored era it came from. Six mana for a temporary effect is a steep rate, and the card never pretended otherwise. What it buys is the instant-speed window, and the whole pitch lives or dies on finding the right moment to spend it.
