King Solomon's Frogs
A symmetrical-looking effect is quietly asymmetrical in your favor. Exiling one meaningful permanent per opponent reads as generous, since each dispossessed player draws a card, but the price of that compensation is set entirely by what you choose to hit: a mana rock nets them a replacement, while a bomb, a value engine, or a linchpin artifact costs them the board for the same single card. That gap, permanent-you-remove versus card-they-draw, is where the political leverage lives. Flash extends the reach further, letting the exile happen at the end of a turn, in response to a targeted activation, or as a surprise answer to something resolving, which pulls a sorcery-speed board action into an instant-speed window. Once the removal has done its work, the frogs cash themselves in for the monarchy, converting a spent removal spell into a recurring draw engine and a target for the table to unseat. The mana value 3 or greater clause is what keeps the exile pointed where it matters: it cannot touch the cheap dorks and one-drops that fill out a curve, so it aims squarely at the expensive threats a multiplayer game is actually decided by. The result is a removal effect that pays your opponents just enough to argue it was fair, while you keep the exiled permanents gone and walk away wearing a crown.

