Cryptwailing
The discard here is repeatable, but the engine eats itself: every activation strips two creatures out of your graveyard for good, so the more you fire it, the less fuel you have left. That tension is the whole design. Most repeatable discard from this era either cost cards from hand (Necrogen Mists, the various Hypnotic Specter bodies that demanded combat) or simply didn't exist at a fair rate; this asks for a resource that fills passively as the game grinds on, then converts it into the slowest, most attritional clock in the game. The activation cost is almost incidental next to the graveyard tax. Built for the long Golgari-style attrition plan where creatures die in pairs and the graveyard is a renewable pile, it punishes a topdecking opponent by keeping their hand empty turn after turn, but it never offers the explosive, hand-emptying line that defines the discard archetypes people actually remember. The sorcery-speed restriction seals that off: there is no end-step disruption, no answer to a tutored card held back, just a methodical drip you can only turn on during your own main phase. It is discard reframed as a grindy enchantment rather than a one-shot spell, and the cost it pays for permanence (your own dead creatures, forever) is the kind of self-limiting design that keeps a repeatable hand-attack effect from ever running away with a game.
