Smuggler's Share
White has always paid the highest catch-up tax in multiplayer, and the usual fix has been symmetrical group-hug drawing that helps the table more than it helps you. This takes a sharper approach: it watches what your opponents choose to do and taxes the actions that normally pull them ahead. Every big draw spell and every multi-land turn triggers a payment to the enchantment's controller, so the card converts the most common signs of a snowballing board into your own cards and mana. The elegance is in the trigger design. It fires on each end step, catching the whole table's turn regardless of whose it is, and it counts opponents individually rather than pooling them, so a four-player game where three people durdle and one goes off still pays you cleanly for the one who did. The two-card and two-land thresholds are the balancing line: a single land drop costs your opponents nothing, so it stays passive against fair play and only activates when someone is genuinely accelerating. That makes it a soft governor on the archetypes that traditionally punish white for being slow. It is a punisher enchantment built the way the best ones are, keying off behavior an opponent wants to do anyway rather than off a coin flip, and it accrues quietly until the table realizes the ramp deck across the pod has been feeding your hand all game.



