Mascot Interception
Threaten effects have always been priced against the certainty of the payoff: you pay full freight to borrow a creature, swing, and hand it back, and the whole exchange collapses the moment your opponent has nothing worth stealing. This design bolts a rebate onto the sad-case scenario. Against a token-heavy board, the cost drops to a single red mana, turning a card that would otherwise sit dead in hand into a live answer whenever the opposing plan leans on creature tokens. The sorcery-speed restriction is doing important balancing work: no snap-stealing a blocker off the top of an attack or grabbing an attacker mid-combat, so the borrowed creature has to earn its keep during your own main phase. That constraint cuts in an interesting direction, because a token-heavy opponent is often exactly the deck you most want to steal from twice: grab a token, swing, and if you have a sacrifice outlet the creature never returns, quietly converting a temporary theft into a permanent one-for-one plus a body's worth of damage. The +2/+0 and haste make the borrowed creature actually threatening on the turn you take it rather than a token that trades unfavorably. As a red steal spell, it descends from Threaten and Act of Treason, but it belongs to a smaller group that scales its price to the board state rather than charging a flat rate regardless of what it finds.
