Stolen Strategy
Casting your opponents' cards has always been a flawed bargain, and this design resolves the flaw with brute repetition. A single-shot impulse draw off an enemy library hands you whatever happens to be on top: a land, a spell whose color you cannot pay for, a card with no legal target. This asks nothing the turn it resolves and then keeps skimming at each of your upkeeps, smoothing the variance the way any recurring engine smooths a coin flip. The color-fixing rider is the quiet load-bearing piece: exiling cards you can read but not cast would be a museum exhibit, so letting any mana pay for those spells is what converts the theft into actual advantage. And because it strips the top card off each opponent's library rather than yours, its reach grows with every additional player across the table, which makes it a multiplayer animal by construction rather than by accident. The catch lives in the "until end of turn" clause: every card not cast this turn is gone, exiled and wasted, so the engine rewards a board and a mana base built to actually deploy what it surfaces. Idle, it is a slow leak of your opponents' resources; active, it is a turn-by-turn raid on their libraries, each upkeep converting their draws into your tempo.





