Xander's Pact
Theft that raids the whole table at once, with a copy mechanic that turns a single cast into a multiplayer heist. The base effect exiles the top card off each opponent's library and lets you cast those spells for life instead of mana, which quietly untethers the cost from your own colors and your own untapped lands: an opponent's five-color bomb costs five life, no matter what mana you happen to be holding. Casualty 2 is where the design gets pointed. Feed the spell a big enough body and the entire thing copies, so each opponent now exiles two cards total (one from the original, one from the copy), and your pile of castable top-decks doubles across the pod. The tension is genuine: you want the copy, but the fodder and the life payments both come out of your own resources, and the cards you exile are blind top-decks you can't scout in advance, so the whole plan is loud and speculative rather than surgical. It reads as a black interpretation of the pilfer-and-play effect red usually owns, trading impulse-draw randomness for sacrifice economics and a life-as-currency clause that makes every stolen spell feel appropriately expensive: you are paying twice, once in bodies, once in life, for cards you never got to choose.


