Opportunistic Dragon
Theft with an expiration clause. Where most control-magic effects park under an enchantment and stay put until the aura leaves, this one binds the stolen permanent to a body: keep the Dragon alive and you keep the Human or artifact, neutered of abilities and unable to attack or block; kill the Dragon and the permanent snaps back. That coupling is what pays for a flying 4/3 that also swings a two-for-one on entry. The ability-stripping matters as much as the theft. A stolen creature does not just switch sides, it goes inert: no activated abilities, no triggers, no keywords, so it cannot be sacrificed to its own outlet or tapped for mana on its way out the door, and it sits there as a wall that cannot even block. The narrow target list (Humans and artifacts, nothing else) is doing deliberate work, aiming at the pieces those two categories tend to build around: a mana rock, an equipment carrier, a key Human, while leaving everything else untouched. The design trades the permanence of a true Control Magic for tempo and evasion, betting that a red creature carrying a hostage will end the game before the hostage comes home.






