Creative Outburst
Seven mana for five damage to any target and a five-deep dig-to-hand is a rate nobody casts on curve, and the design knows it: the card is built to be two cards at once, a late-game haymaker and a cheap escape hatch for every turn before it. The discard clause is the load-bearing half. For two hybrid mana you pitch it from your hand to make a Treasure, and that one motion does three jobs: it clears a dead seven-drop out of your grip, it advances your mana, and it leaves a token to help cast the next thing. A spell that would otherwise brick an opening hand becomes fixing and ramp you are glad to see early. The full mode only comes online once you actually have seven mana, and by then it is meant to close: throw five at a threat or a face, then bury the top of your deck and pull the best card off it. The structure answers the oldest problem with expensive spells, which is that they are worthless in the wrong quarter of the game. Here the floor and the ceiling live on the same physical card, but they never coexist: casting the spell consumes it, and the Treasure activation is an ability that discards it, so committing to one closes the door on the other. Instant timing sharpens both halves. You can hold up the Treasure activation as a bluff or wait to see whether the game hands you a target worth five damage.
