Hedron Alignment
The puzzle is the win condition: you must own a card named Hedron Alignment in four zones at once (exile, hand, graveyard, battlefield), then survive to an upkeep where you reveal your hand to claim victory. That requirement reframes the whole exercise. A normal alternate-win card wants a board state or a counter total; this one wants four physical copies of itself distributed across the zones of the game like tokens on a track. The hexproof is a load-bearing restriction working in reverse: it shields the on-battlefield copy from removal so the slowest, most fragile part of the assembly cannot be picked off, while the repeatable scry gives you a way to dig the remaining copies toward the zones they still need to reach. The design lives entirely in zone management, which is why it reads as a curiosity rather than a threat: there is no life total to race, only a four-zone logistics problem measured against the clock of an upkeep trigger. It belongs to the small family of "you win the game if" enchantments that trade urgency for novelty, and it sits at the patient, build-around end of that family, where the payoff is the spectacle of the assembly itself more than any expectation of reliably crossing the finish line.

