Binding Negotiation
Targeted discard has always been a hand-inspection problem before it is a card-removal problem: you look, then you pull the one thing you fear. Thoughtseize and its lineage settle there. This one adds a fallback clause that reroutes the effect entirely when the hand does not cooperate. If the opponent is holding nothing worth taking, or nothing but lands, the spell does not fizzle into a mere peek; it lets you shove a card they own out of exile and into their graveyard instead. That second mode is the design's real content, because it presumes a board state most discard spells never contemplate: cards sitting face-up in exile, waiting to be replayed. Adventure halves, plotted cards, impulse-drawn cards from a "play it this turn or lose it" effect, the exiled top of a library some engine set aside. Against all of those, discard normally does nothing; the card is out of hand and beyond a discard spell's reach. Binding Negotiation reaches it anyway, converting a resource the opponent has already paid to stash into a dead card in the yard. The two modes rarely both matter in one game, which is the point: you get the reliable hand-strip against a normal deck and the exile-punisher against the decks that route their value around discard entirely. It is discard built for a metagame where exile has quietly become a second hand.
