Take Possession
Most theft spells in blue come with an asterisk: they steal a creature for a turn, demand an upkeep payment, or invite an instant-speed response that fizzles the steal. This one removes the response. Split second means that once the spell is on the stack, nobody can flicker it out of reach or pump in protection before it resolves (only mana abilities can still be activated): the act of taking cannot be interrupted. The mana commitment is the price for erasing the fight entirely. Conventional control magic trades tempo against the opponent's ability to fight back at instant speed; this asks for a heavier investment up front and skips the exchange. It pulls any permanent, not just a creature: a planeswalker, an artifact, a land, an opposing aura the table did not see coming. What it does not do is make the steal permanent. The control effect is an Aura, so it lasts exactly as long as the enchantment stays on the battlefield; destroy the Aura and the permanent reverts, the standard two-for-one risk of any control-by-aura design. The split second protects the moment of acquisition, not the duration of ownership. That is the precise shape of the card: the taking is non-negotiable, but the keeping is only as durable as the enchantment that grants it. It is theft built so the steal resolves cleanly, then hands the long game back to ordinary enchantment removal.

