Sirena, the Dual-Edge2UB
Planeswalker - Sirena
Loyalty - 2
+1: Target opponent gains control of ~. Draw two cards.
0: Return ~ to its owner's hand. Each player discards a card.
-2: Target player discards two cards.
Sirena, The Dual-Edge3UB
Planeswalker - Sirena
Loyalty - 3
At the beginning of your end step, if you haven't activated a loyalty ability of ~ this turn, return her to her owner's hand and her owner draws two cards.
+1: Target opponent gains control of ~. If that player is ~'s owner, that player draws a card.
-2: Target opponent loses 3 life. ~'s owner looks at the top card of your library. He or she may put that card into your graveyard.
So it's a repeatable 4 mana Divination? That seems to be the most common use for it, which runs counter to the, uh, hot potato thing you're trying. I mean, what else will it do? If you use the +1, your opponent will either just send it back or make you lose 6 life, which is a steep cost for using fateseal twice. If you -2 right away and pseudo-scry, you'll just lose your 1 loyalty planeswalker that can't protect itself. Again, not that attractive for the cost. It's even worse in multiplayer, since your opponents will just bounce it back and forth.
The first version is far more likely to backfire in 1v1, but it at least encourages more group hug/politics in multiplayer.
A Jinxed Idol variant should really punish its controller more. The fact that you're giving your opponent so much power in the decision-making process for this card means that every single mode needs to screw your opponent over in one way or another. As-is, it's way too easy to get rid of, since your opponents can either use its - ability or ship it off and attack it. This thing needs to be all-pain, no-gain for its controller.
Planeswalker - Sirena
Loyalty - 2
+1: Target opponent gains control of ~. Draw two cards.
0: Return ~ to its owner's hand. Each player discards a card.
-2: Target player discards two cards.
Planeswalker - Sirena
Loyalty - 3
At the beginning of your end step, if you haven't activated a loyalty ability of ~ this turn, return her to her owner's hand and her owner draws two cards.
+1: Target opponent gains control of ~. If that player is ~'s owner, that player draws a card.
-2: Target opponent loses 3 life. ~'s owner looks at the top card of your library. He or she may put that card into your graveyard.
The first version is far more likely to backfire in 1v1, but it at least encourages more group hug/politics in multiplayer.
A Jinxed Idol variant should really punish its controller more. The fact that you're giving your opponent so much power in the decision-making process for this card means that every single mode needs to screw your opponent over in one way or another. As-is, it's way too easy to get rid of, since your opponents can either use its - ability or ship it off and attack it. This thing needs to be all-pain, no-gain for its controller.
Does that improve things a bit?