Tempt with Mayhem
Tempting offer is a mechanic built on a poisoned bargain: it hands opponents a free copy of something and pays you a copy for every one who accepts, so the whole design runs on whether the shared thing hurts them more than it helps you. Most tempting-offer cards give away tokens or card draw, symmetrical goods opponents take without much thought. This one shares a spell, and that shifts the calculus entirely, because now the offer's value is contingent on what spell you point at. The redirection clause is the sharp edge: every copy, yours and theirs, lets its controller choose new targets. That cuts both ways. A copied burn spell or draw spell is genuinely useful to the opponent who takes it, which is exactly why the card is a negotiation engine rather than a raw multiplier. You want to name a spell whose copies improve your position by more than the accepted copies improve theirs, then persuade the table that the good targets are each other rather than you. A scaled X-spell or a piece of removal aimed at a single opponent is the classic pitch: the copiers can redirect, but a table that agrees to fireball each other rewards you with copies scaling one-for-one with how many were tempted. Its ceiling lives in the politics of who declines and where the copies land, which makes it one of the few instants whose real cost is spoken aloud at the table.

