Psychic Battle
Targeting as a game of chicken. Most cards that mess with targeting do it once and cleanly: redirect a spell, fizzle it, hand an opponent a choice. This instead installs a standing rule that every targeting decision in the game becomes a contested coin flip weighted by the top card of each player's library, with the winner allowed to point the spell or ability somewhere else. The design reads closer to a casino mechanic than a control piece: it stops nothing, it adds a layer of variance to whose intent actually lands. The clause preventing it from triggering itself is the tell that the designers knew exactly how degenerate the loop could otherwise get; without it, every redirect would endlessly retrigger every Psychic Battle on the board. What balances it is the symmetry and the randomness together: you cannot guarantee you win the reveal, so you cannot reliably hijack an opponent's removal onto their own creatures, and they cannot reliably hijack yours. Stacking high mana value cards on top tilts the odds your way, which pulls deckbuilding in a direction most decks have no reason to go. Its ceiling (turning every removal spell into a tug of war) is genuinely chaotic; its floor is "nothing happens and both players show a card." This is multiplayer table-politics chaos cast as a permanent, not a tool with a job.
