Khorvath's Fury
Two different cards stapled into one symmetrical sorcery, and the binary "friend or foe" choice made for every player at the table is what makes this a multiplayer card to its bones. Against a designated friend, it functions as a group Windfall with an upside, emptying a hand and refilling it to its previous size plus one, which means it can be a political gift as much as a personal dig: you can refuel an ally who just spent their turn clearing the board. Against a foe, the damage keys off that opponent's current hand size, so it punishes the hoarder and whiffs on the player who has already dumped their grip. That coupling is the wrinkle worth dwelling on, because the same instinct that makes a player a threatening damage target (sitting on a fat hand) is the instinct the friend half rewards, and you cannot do both to the same person. The discard-then-draw clause aimed at a friend is also a dig-and-reset button: emptying a known hand and drawing a fresh one is a way to trade a bad grip for a bigger unknown one, though at sorcery speed it lives on your own main phase, not as a response to anything. The card has no real existence in one-on-one play, where "for each player" collapses to a single binary and the symmetry stops generating decisions. It is built for the table, for the moment a deal between two players turns on whether one of them is named a friend.
