The Cyber-Controller
The horror-movie logic of the Cybermen is that every fallen enemy becomes a recruit, and this is one of the rare cards that models conversion literally: the mill is not a graveyard tax, it is the recruiting drive. Every creature card in an opponent's top X arrives on your side, put onto the battlefield face down as a 2/2 Cyberman, which means the payoff scales with your opponent's deck rather than your own. Point it at a creature-light control shell and you get an expensive mill spell; point it at a swarm and you strip their board's future while assembling one of yours. The face-down clause is doing quiet structural work: those creatures come in as Cyberman artifact creatures regardless of what they were originally, so the anthem this hands your other artifact creatures also feeds the bodies it just stole. That closes a loop most steal-and-buff effects leave open. The scaling on X is the discipline here: the recruiting drive reaches only as deep as the mana you sink into it, and only ever reads the fresh cards milled off the top, never the graveyard already sitting there, so it rewards a late-game commitment over a curve-out. As a design, it is the tribal-flavor problem solved sideways: instead of asking you to draft your own Cybermen, it manufactures them out of whatever the table brought, turning an opponent's threat density into your own army.



