Planeswalker's Mischief
Theft as a repeatable engine rather than a one-shot spell. Where early hand disruption tore cards out and discarded them for good, this enchantment keeps activating, turn after turn, reaching into a chosen opponent's hand and stealing whatever it pulls up if it happens to be an instant or sorcery. You name the opponent; what you find is the gamble. The reveal is random, so the card you exile might be a dead Counterspell or might be their only piece of removal, and there is no aiming around the duds. That randomness is the price of repetition, and it separates the effect from directed theft like Gilded Drake, which picks its mark precisely. Then comes the window: you may cast the exiled card for free, but only until the next end step, so the activation buys you a one-turn lease on whatever you found. Fail to cast it in that window and it slides back to its owner none the worse. The sorcery-speed restriction keeps it from ever becoming a reactive tool; this is an attrition piece, grinding an opponent's spell count down while occasionally turning their best card against them. As a design it belongs to a brief stretch when blue's identity included slow, repeatable card advantage from permanents rather than from cantrips and counters: an enchantment built to win the long game in an era still working out what blue control could be.
