My Crushing Masterstroke
Most schemes hand the villain a raw resource: extra cards, a board wipe, a burst of mana to press an advantage against the party. This one is theater instead of arithmetic. It seizes every nonland permanent the opponents control, untaps the lot, grants haste, and then forces each of those permanents to attack its own owner if it is able. That last clause is the engine. Momentary theft is old (Ray of Command and its lineage predate this by years), and table-wide steal-and-swing effects existed too. What this stacks together is total: full-board seizure, universal haste, and compulsory suicidal attacks in a single flip. The "if able" wording matters for reading exactly what turns lethal. Creatures are the weapons here; a stolen planeswalker or artifact comes along for the ride but cannot attack unless something has made it a creature, so the damage comes from the opponents' own board of would-be blockers now pointed inward. That is the asymmetry the mechanic exists to produce: the archenemy commits none of their own permanents to the swing while the heroes absorb the full assault of the army they built, with nothing left back to block it. It is an Insurrection scaled to the whole table and stripped of any downside for the caster, the kind of turn the one-against-many premise was designed to make possible.

