Sphinx Ambassador
The combat trigger here is a guessing game built into a creature, and the wager runs in both directions. Connect once and you get to dig through an opponent's entire library, seeing exactly what they have; the catch is that they then name a card blind, and only if the creature you found dodges that name does it come down under your control. It is theft gated by a riddle, with the victim holding the lever. The asymmetry is the whole tension: you know what you want to take, but they know which name is worth defending, and they only get one. The math favors the controller against a deck top-heavy with threats (one guess cannot protect a board's worth of targets) and favors the opponent against a focused list where the right answer is obvious. Either way the seven-mana flying 5/5 body has to carry the card on its own merits, because the trigger is too contingent to bank on; the whimsy is the point rather than the payoff. It belongs to a strain of design from an earlier era that wrote elaborate, interactive minigames onto big blue fliers, trusting that the spectacle of rummaging through a stranger's deck and gambling on a name was worth more than a clean, dependable effect.
