Abandon Reason
Hard-cast at its full cost, this is a poor rate: a split first-strike pump that swings only two attackers is the kind of combat trick that rarely earns a slot. The discount is the whole design idea. Discard the card to a looter, a draw-by-discard effect, or any of the graveyard engines built to throw cards away, exile it, and the cheaper madness cost buys the same two-creature pump for one mana less, at instant speed, after blocks are declared. That reframing turns a tempo-negative discard into a payoff: the spell prices itself twice, once for the player who has to pay full freight and once for the player who built around dumping their hand. First strike on two attackers is the part that makes the discount worth chasing, since it lets a board of small creatures push damage through bigger blockers without trading away. The trick belongs to the looter-aggressive shell that wants to empty its hand fast and punch through; outside a deck with reliable discard outlets, the madness clause is dead weight you would never get to trigger, and you are left paying full price for a mediocre pump. As combat math it is unremarkable. As the reward end of a discard outlet, it is a clean illustration of how madness lets red attach two distinct prices to one card, with the cheaper one reserved for the deck that wanted to discard it anyway.

