Creeping Dread
The discard is symmetric; the punishment is not. Both sides pitch a card every upkeep, but only opponents bleed, and only when their discard happens to match a card type with yours. That matching clause is the whole gambit: it turns a recurring symmetric discard engine into a guessing game where you want to predict what your opponent is holding and feed your own discard to collide with it. A creature for a creature, a land for a land, three life. The simultaneous reveal removes the option to react, so this is closer to a hidden-information bet than a controlled effect, and the variance is the point. Discard payoffs usually want to strip the opponent's hand entirely; this one is content to grind it slowly while skimming life off whatever happens to overlap, which makes it a strange hybrid of hand attack and incremental drain rather than a true disruption piece. The asymmetry leans hard on the deckbuilder to stock cheap, expendable cards in multiple types so the upkeep tax is one you can afford to pay turn after turn while the opponent cannot. Left running long enough, the life loss compounds into a clock, but it is a clock built out of coin flips, and the cost of running it is that you are emptying your own hand alongside theirs.
