Stilt-Man, Towering Terror
Most theft effects want to be permanent, and the good ones cost a fortune to compensate. This one trades permanence for repeatability: connect with a Villain, borrow a noncreature, nonland permanent, and steal again the next time you swing. Because control reverts on your schedule rather than an opponent's, the card rewards racing to a second strike over building around a single grand heist, and the borrowed permanent stays under your command through a full turn cycle before it goes home. The clever wrinkle is the anti-sacrifice clause: the standard defense against a temporary steal is to sacrifice the permanent before it reverts (a trick as old as Ray of Command answered by a sac outlet), and stapling "This permanent can't be sacrificed" onto the stolen object slams that escape hatch shut for the duration. What matters for the trigger is not how many Villains land, but how many opponents you connect with: the trigger keys on each player who takes the hit, so it fires once per damaged opponent no matter how wide the board or how many creatures get through. That framing tilts the card toward a crowded table, where a swing across several opponents means several borrowed permanents at once. The 4/2 with reach anchoring the effect is built to get in rather than to fight: a grief engine dressed as a beatdown creature, hungry for a board full of Villains and a room full of targets.

