Coercion
The standard-bearer for targeted discard that lets the caster do the choosing. Where a random discard outsources the decision to chance, this hands the attacker the whole hand and the pick: you see what the opponent is holding, and you take the card that hurts them most. That information component is the real cost-justifier; the three-mana sorcery rate looks unremarkable until you count that it doubles as a scouting report, telling you what threats remain and what answers you still have to play around. The lineage runs straight back to Hymn to Tourach (two-for-one but random) and forward to Thoughtseize and Inquisition of Kozilek, which cut the body of the effect down to a single black mana by trimming the targets it can hit. Coercion is the no-restriction version: any card, any time you can cast a sorcery, with the only friction being the full three mana and the fact that it does nothing once the opponent's hand is empty. That sorcery-speed limitation is the load-bearing constraint; this is a proactive play, not a reactive one, so it wants to land before the opponent has committed their hand to the board rather than after. It reads as a plain effect because the plainness is the point: the design question discard cards have circled ever since is how cheap you can make "take their best card" before it stops being fair.

Rules text
Format Status
More formatsFewer formats
Other printings
- Tempest Remastered#86
- Eighth Edition#122★
- Eighth Edition#122
- Beatdown Box Set#20
- Starter 1999#69
- Portal Three Kingdoms#70
- Classic Sixth Edition#119
- Portal Second Age#66










