Humble Defector
Drawing two cards for a single tap, with no upkeep tax and no life payment, is a rate that should not exist on a two-mana body. The cost is buried in the ability itself: the moment it resolves, an opponent takes the creature. The design splits a strong effect across two players and turns the act of giving the engine away into the whole puzzle. In a duel that math is grim, but at a multiplayer table the donation becomes currency: you draw, you hand it to the player you least want to provoke, and on a later turn that player taps it to draw and pass it along, so it circulates like a hot potato that pays everyone who holds it. The timing clause does the structural work: activation is restricted to your own turn, but the ability resolves at instant speed within that turn, which is precisely what makes it a toy rather than a trap. Because control does not change until the ability resolves, the activating player gets a window to respond to their own activation: a bounce spell returns it to hand before the gift lands, leaving you up two cards with the creature still yours, or a sacrifice outlet eats it so nobody inherits the engine. What sets it apart from the usual card-advantage engine is that the clause handing it away is the point of the design, not a drawback grafted on to balance the draw.

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Other printings
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