Guff Rewrites History
A group Chaos Warp with a bias toward precision. Where most symmetrical shuffle-and-cast effects fire once and let variance sort out who benefits, this one hands you a scalpel for each player: point at the combo piece, the mana rock they built the whole engine around, the payoff they cannot afford to recast. Everyone shuffles away their chosen permanent, digs to the first nonland card, and may cast that card free. The design tension lives entirely in the asymmetry of choice inside a symmetrical frame. You aim the disruption exactly where it hurts you least to inflict it, while the free-cast payout is the shared sweetener that lets the table swallow a spell that would otherwise read as pure removal. But that payout is a coin flip on top of a freshly shuffled library, so the strip is reliable and the reward is not: backward from what you would want if the gun were pointed at you. And the reward stays with its owner, since each player casts the card they exiled from their own deck, not one plundered from an opponent's. That is the cruelty of it. You can strand three game plans in one card and still watch a rival flip into their own bomb off the shuffle you forced them to make. The gap between the guaranteed downside and the random, table-wide upside is the whole card, and it makes this play less like a group hug than a hug with a knife behind it.

