3 Fixed the glaring inaccuracy
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The only way I know to force an opponent to cast one of your spells without controlling their turn is Hive Mind, which reads

Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy.

They don't technically cast yourthe spell, but they castget a copy of it (and they don't get an option as to whether or not they get a copy - while they can control the targets, they can't choose to not play it like they could with Eye of the Storm. It won't increase their storm count, but they'll get the effect of the spell.

There's even a combo deck based around playing Hive Mind and then playing Pacts that your opponents aren't able to pay for, forcing them to lose the game.

The only way I know to force an opponent to cast one of your spells without controlling their turn is Hive Mind, which reads

Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy.

They don't technically cast your spell, but they cast a copy of it (and they don't get an option - while they can control the targets, they can't choose to not play it like they could with Eye of the Storm.

There's even a combo deck based around playing Hive Mind and then playing Pacts that your opponents aren't able to pay for, forcing them to lose the game.

The only way I know to force an opponent to cast one of your spells without controlling their turn is Hive Mind, which reads

Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy.

They don't technically cast the spell, but they get a copy of it (and they don't get an option as to whether or not they get a copy - while they can control the targets, they can't choose to not play it like they could with Eye of the Storm. It won't increase their storm count, but they'll get the effect of the spell.

There's even a combo deck based around playing Hive Mind and then playing Pacts that your opponents aren't able to pay for, forcing them to lose the game.

2 deleted 7 characters in body
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The only way I know to force an opponent to cast one of your spells without controlling their turn is Hive Mind, which reads

Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy.

They don't technically cast your spell, but they cast a copy of it (and they don't get an option - while they can control the targets, they can't choose to not play it like they could with Eye of the Storm.

There's even a combo deck based around playing Eye of the StormHive Mind and then playing Pacts that your opponents aren't able to pay for, forcing them to lose the game.

The only way I know to force an opponent to cast one of your spells without controlling their turn is Hive Mind, which reads

Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy.

They don't technically cast your spell, but they cast a copy of it (and they don't get an option - while they can control the targets, they can't choose to not play it like they could with Eye of the Storm.

There's even a combo deck based around playing Eye of the Storm and then playing Pacts that your opponents aren't able to pay for, forcing them to lose the game.

The only way I know to force an opponent to cast one of your spells without controlling their turn is Hive Mind, which reads

Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy.

They don't technically cast your spell, but they cast a copy of it (and they don't get an option - while they can control the targets, they can't choose to not play it like they could with Eye of the Storm.

There's even a combo deck based around playing Hive Mind and then playing Pacts that your opponents aren't able to pay for, forcing them to lose the game.

1
source | link

The only way I know to force an opponent to cast one of your spells without controlling their turn is Hive Mind, which reads

Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy.

They don't technically cast your spell, but they cast a copy of it (and they don't get an option - while they can control the targets, they can't choose to not play it like they could with Eye of the Storm.

There's even a combo deck based around playing Eye of the Storm and then playing Pacts that your opponents aren't able to pay for, forcing them to lose the game.