Imperial Mask
Built for the multiplayer team formats that most of the rest of Magic forgets exist, this is a card that only makes sense across a table arranged in two rows. Hexproof on its own is a defensive sit, protecting you from the opposing team's targeted burn, edicts, and forced discard, but the entry clause turns it into a shared insurance policy: each teammate gets a copy, and so each ally is shielded from being targeted as well. The catch is that the copy each teammate makes from the token does not chain, because the trigger checks that the enchantment isn't a token. That single token-check is load-bearing: without it, a stray Populate or copy effect would spiral the card into an unbounded board of enchantments. As written, the protection lands once per player and then stops cloning. The result is a five-mana group buy: in a Two-Headed Giant or Emperor pod, one player commits the slot and every ally on the side becomes immune to spells and abilities the opposing team aims at them personally. Note the limit: this guards the players, not their creatures, so the team's permanents are still fully exposed to removal that doesn't target a player. It's an effect deliberately scaled to the number of allies on your side rather than to your own board, and one of the relatively few cards whose rules text only fully resolves with teammates standing next to you.
