Regicide
The destruction clause is ordinary; the draft ritual that loads it is the whole point. Before a game begins, three people (the player to your right, yourself, and the player to your left) each lock in a distinct color, and those colors become the card's permanent target restriction. It reads like removal because it is, but the parameters are negotiated socially, by players with a stake in pointing the gun somewhere other than themselves. This belongs to a design family that folds the drafting process into the rules text rather than treating the draft as a neutral pregame: the picks made around you literally write the card's final wording. The negotiation runs quietly adversarial. A player committed to one color wants that color left out, so the choices drift toward whatever each picker can most afford to expose; choosing second, you can patch a hole or aim at a color you expect to face. The naming clause is the wrinkle: the restriction pools every color chosen across all cards named Regicide you draft. Extra copies do not automatically widen the net, because later picks can name colors already chosen, but a table with reason to spread the choices can push the coverage toward four colors or all five. One caveat holds no matter how many copies you assemble: the card only hits creatures that are one or more of the chosen colors, so colorless creatures stay outside its reach entirely. It is removal whose coverage is set by table politics before a permanent ever resolves, which makes it less a spell than a wager placed while drafting.
