Hullbreacher
Opponents keep their first draw of every draw step, the natural one the game hands them for free. Everything past that (the second card off a wheel, the extra draws from a group-hug enchantment, the cantrips a control player leans on) stops being a card and becomes a Treasure for you instead. That single-draw carve-out is what turned symmetric card-draw payoffs into asymmetric weapons: any effect that made both players draw was suddenly ramp working only for its controller, and the more explosive the shared draw, the more lopsided the result. Flash makes the trap worse. This is not a permanent you telegraph and build around; it is an ambush that lands in response to the opposing draw spell, before the cards it would have provided ever exist. A player casting a wheel into open blue mana has to reckon with an engine turn that hands them nothing and hands the caster a pile of mana. That leverage is exactly what earned it bans in multiplayer formats: it did not just tax card advantage, it inverted it, punishing the generous, shared draws that group-oriented games are built to reward. The base draw stays untouched, which is what lets the card look fair while it rewrites every open-handed card-draw effect at the table into a one-sided transaction.



