Containment Construct
Every looter and rummager in the game was priced on the assumption that the pitched card is spent: you accept the loss to dig for something better, and that loss is what kept card-filtering effects fair. This construct rewrites the exchange. The instant a card hits your graveyard by discard, it becomes playable from exile until the turn ends, which turns every discard outlet in the deck into a delayed-cast engine rather than a filter. The wording is precise: it says play, not cast, so a discarded land can hit the battlefield as your land drop rather than being paid for. The catch is deferral, not free value: the exiled card is an option you lose if you cannot reach it before the turn closes. A cheap, disposable frame houses a payoff carried entirely by the discard trigger; the creature exists only to keep the trigger on the battlefield. What it rewards is sequencing over raw card advantage, because it pushes you to run discard you already wanted and squeeze a second use out of it rather than jam discard for its own sake. Plenty of designs try to make the graveyard a second hand by reanimating or recurring; this one works at the exact instant of the pitch, opening a window the discard cost never had before.



