Oft-Nabbed Goat
The design gag here is that you want your opponents to steal it. A 0/5 for two mana is a wall that does nothing on offense, but the activated ability inverts the usual theft logic: it hands the goat to an opponent, lets them draw off it, and stacks a -1/-1 counter each time they do. The catch is buried in the death trigger, which fires for the owner, not whoever controls the corpse. So the goat is a delayed-fuse liability disguised as a free resource. Every card an opponent pulls off it is another point of life every other player loses when it finally dies, and another card the original owner draws. It weaponizes a bundle of mechanics that normally read as generosity (donation, drawing off a permanent, counter accumulation) into a slow-building bomb whose payload scales with how greedy the table gets. The sorcery-speed clause keeps the loop orderly and stops opponents from wringing value in response to a sacrifice, so the reckoning unfolds at a measured pace rather than in a chaotic scramble. It is a multiplayer card in its bones: the more players who touch it, the larger the eventual swing, and the political tension of "do I take the card and feed the counter" is the entire point. The 0/5 body is a stalling mechanism, not a defense, keeping the goat alive long enough for the counters to pile up.

