Reshirams blazing fire and Zekroms crackling electricity are in full viewthe display of their powers serves as a stunning backdrop in front of which N stands ready to confront the protagonist for the climactic battle at Team Plasmas main base known simply as Ns Castle

Steal Enchantment An aura to place on an enchantment You gain control of enchanted enchantment Aura Thief When it dies, you gain control of all enchantments (auras stay attached to whatever they are already attached to, but you control them) Kefnets Last Word Gain control of creature, artifact or enchantment, but your lands dont untap for a full turn afterwards Aura Graft Allows you to gain control of an aura and choose a new target to attach the aura to Archmages Charm Can gain control of any nonland permanent with mana value 1 or less Blatant Thievery Gain control of any permanent from each opponent, including lands Agent of Treachery Gain control of any permanent upon entering the battlefield, including a land Kiora Bests the Sea God A saga whos Chapter 3 lets you gain control of any permanent, including a land Countering Enchantments There are heaps of cheap costed (2 mana value or less) counter spells you can cast that can counter any noncreature spell, or even any spell period

Actually, it might even be stronger than that
It is your job to try and stop the final counter of a battle being removed
Here's a fuller breakdown of how each of those parts work in games: Phase one Draw a card from the top of your deck