Sadistic Shell Game
The killing here is distributed as choices, not targets, and the pool of legal picks excludes the caster's board entirely. Every player, the caster included, points at a creature the caster doesn't control, and every pick resolves at once. Because these are choices and not targets, hexproof and ward do nothing to stop the destruction; the biggest threats have no protection to hide behind. Compare the standard edict, where the victim picks what dies and keeps their best creature. This inverts that arithmetic: a creature's own controller gets no veto over whether it survives, and in a crowded game the scariest boards attract the most fingers. In practice it hollows out the top threats first, because no one spends a pick on a chump while a real menace stands. The wording carves out one guaranteed exception: every choice must land on a creature the caster doesn't control, so the caster's own board is immune by rule rather than by anyone's goodwill. That is the whole leverage. The caster contributes a single pick like everyone else but sits outside the target pool, free to collect the wreckage while everyone else grinds their boards down. It is board control that outsources most of the deciding and nearly all of the resentment, which is exactly what a black sorcery built for a multiplayer game is after.

