Banshee of the Dread Choir
Myriad and a discard trigger make a strangely cruel pair, because the keyword scales the punishment to the number of opponents at the table. Against one foe this is a 4/4 that strips a card on connection, nothing extraordinary; against a full pod, every attack spawns a tapped, attacking copy aimed at each other opponent, and each of those copies carries the same combat-damage trigger. The design hook of multiplayer-only keywords is right here: the token copies are exiled at end of combat, so there is no board-state accumulation to answer, only a recurring tax the card tries to collect every turn it gets through. The discard is what turns symmetry into asymmetry. Combat damage triggers usually return life or cards in your favor; here the payoff is information denial fanned out across the table, landing on players who often have no profitable block against a body they were not the ones to provoke. The 4/4 is the limiting factor: it dies to nearly any spot removal and loses most exchanges against a real blocker, so the engine only runs while it survives, and how much it extracts depends on which blocks each opponent declines. The Banshee itself can only force the defending player's discard; the rest of the table chooses whether to eat a token or take the hit. It is hand disruption rebuilt for the math of a four-player game, mild against one foe and oppressive against three.


