Rousing of Souls
Parley is the mechanic that turns the whole table into your draw engine, and this is one of its most disciplined applications. The reveal is symmetric: everyone shows the top of their library, everyone refills a card, but only you bank the bodies. That asymmetry in the payout is the design's whole proposition. The Spirit count scales with how many nonland cards happen to be on top across the table, so the card's output is genuinely variable, a small wager on the contents of other people's decks rather than a fixed rate you can guarantee. In a vacuum it reads as a worse Lingering Souls or Spectral Procession, and against a single opponent it usually is. The friction that pays for the wider ceiling is that the card was built for a crowd: the more players whose libraries you're peeking at, the more flyers you stand to make and the more the shared draw stops mattering relative to the tokens you alone keep. It is a sorcery, so there is no instant-speed ambush to it, and the cantrip-for-everyone clause means you are sometimes handing an opponent the exact card they needed. That tension, paying the table to enrich yourself a little more than them, is the line the whole multiplayer-oriented design walks.
