Stadium Vendors
Ramp you hand across the table: the enter trigger asks you to choose a player, and if you point it at someone else, they add two mana of a color they pick. That gift is the design's entire reason to exist. Choose yourself and you have a 3/3 Goblin that coughs up two mana on arrival, a ritual stapled to a body that was never built to carry a deck alone, and a poor exchange anywhere rate matters. Point it at an ally and the value lands on their side: a color-screwed hand gets fixed, a finisher gets cast a turn early, all in the turn the vendors show up. The mana is a right-now burst, not a stored favor; it empties as the current step or phase ends and never carries forward. Two structural quirks make it a genuine cooperative tool rather than a giveaway. "Choose a player" sidesteps targeting entirely, so hexproof or shroud on the beneficiary never matters; the effect simply happens. And the recipient, not the caster, decides which color those two mana are, which reads as flavor (the vendors serve whoever is at the counter) and functions as real agency: you supply the mana, they know what they need it for. Strip the multiplayer social layer away and the card has nowhere to aim but inward, at a Goblin that gives you a color of your choosing and nothing else worth the four mana.
