Tempting Wurm
Five power for two mana with no printed drawback against you, only an invitation extended to everyone else at the table. The enters trigger lets each opponent dump any number of artifacts, creatures, enchantments, and lands from hand straight onto the battlefield, and crucially the caster gets nothing from it. There is no symmetry to break here; the gift flows entirely outward. So this was never a beater. It is the front half of a heist, the bait in a plan that punishes the very board states it builds for your opponents. The classic shell pairs it with a global sweeper held back: let the opponent cash in their whole hand, watch them overextend into a board they cannot protect, then wrath it all away for a card-advantage swing that no fair exchange could replicate. The body matters mainly because two mana leaves you the turn and the resources to follow through. The opponent's choice is rational and expected: they will take the free permanents, because the downside is yours to manufacture, not theirs to fear. The design reads as a blunder right up until you treat the giveaway as setup rather than concession. Effects that hand the whole table free value live or die on whether one seat has built to convert that value into a graveyard, and this is the most extreme version of that gamble.

