Triad of Fates
The fate counter is the cleverest part of this design: a tag that has to land a full turn before either payoff, telegraphed to the whole table, that can be placed on any creature including an opponent's. That delay is what pays for two abilities most colors would never combine in one body. The white mode is a flicker, which resets a creature, re-fires whatever it does on arrival, dodges removal at the right moment, or strips counters and auras off a marked threat. The black mode is exile-to-draw, and the distinction from a sacrifice outlet is the whole point: because it exiles rather than sacrifices, it slips past indestructible, prevents 'dies' triggers entirely, and can be aimed at a creature you do not control (you can only sacrifice your own permanents, but you can exile anyone's). Point it at your own dying creature for value or at an opponent's blocker to clear a lane, with the catch that the opponent draws the two cards if you target theirs. The counter does not care whose creature wears it, so the political layer is real: offer to flicker an ally's commander, or quietly mark a creature you intend to exile two turns from now. Each ability costs a tap, so the device fires once per turn cycle, forcing a choice between flicker and draw on any marked target. A modest 3/3 stewarding an engine far larger than its body, built on patience rather than burst.
