Thieving Amalgam
Theft cards usually take what an opponent has already committed to the board: a creature attacking, an artifact in play, a spell on the stack. This one reaches deeper, stripping the top card off each opponent's library every upkeep and animating it as a 2/2 that the caster now controls but does not own. That ownership gap is the whole engine. The manifest keeps the stolen card face down, so it works on lands and instants and sorceries that could never be reanimated as creatures, and it thins each opponent's draws while padding your own board. The second ability closes the loop: any of those borrowed bodies that dies drains its owner for two and refills you for two, which turns every chump block, board wipe, and edict into incremental damage against the player it was taken from. Left unanswered across a multiplayer turn cycle, it manifests a card from every opponent each round, and the drain triggers scale with however many of those creatures trade away. The design leans hard on the distinction between control and ownership that most players never think about, since the two almost always coincide. Here they are deliberately split, and every rules interaction that keys off "a creature you don't own dying" becomes a life-swing rather than a shrug.

