Triple Triad
The gambit here is symmetry with a private edge. Each of your upkeeps, all players exile their top card, but only the controller gets to play the whole pyramid: the card they own plus every other player's exile of lesser mana value, all for free. That mana-value ladder is the entire engine. Reveal something expensive off your own deck and you unlock the table's cheaper reveals; whiff on a land or a one-drop and the free plays collapse to a trickle. It rewards a top-heavy library where your average exile outranks the room, a deckbuilding tension red rarely gets to explore, since red's usual card advantage burns fast and cheap rather than banking on curve-topping payoffs. The permission lingers only through the current turn, giving you room to watch combat develop before committing the freebies, but the permission expires once the turn ends: anything you cannot sequence into play stays stranded in exile, so a big whiff on top of your deck turns to pure waste. Red enchantments that manufacture recurring free casts are a narrow lineage, and most of them care about impulse-drawing your own cards; this one turns the shared exile into a contest to have the biggest number on top. It is chaos with a scoreboard: fair on paper and lopsided in practice, because you built your deck to win the mana-value race and your opponents built theirs to play a game of Magic.


