Soul Seizer // Ghastly Haunting
Mind Control wants five mana and a moment of certainty; this asks for the same five but spends the certainty differently. The Spirit half is a deliberately fragile delivery vehicle: a 1/3 flier that has to connect with a player before the theft happens, which means the steal is gated behind a successful attack rather than a clean cast. That combat trigger is the whole gamble. You are not paying for guaranteed control of a creature; you are paying for a flying body that, if it lands a hit and survives long enough to deal damage, transforms and clamps onto whatever you point it at. The wrinkle that makes it interesting is the targeting window: the Aura attaches after combat damage, so the creature you steal can be one that just blocked or sat back, and your opponent gets a full turn to remove the 1/3 before it ever pays off. It is a transform card built around earning its reward in the red zone rather than the cast, the same conditional-payoff philosophy that runs through a lot of early double-faced design: a modest front face that has to do work before the powerful back face arrives. The fragility is the cost, and the cost is steep enough that the theft feels earned when it sticks and embarrassing when the Spirit dies holding the bill.
