Davriel's Shadowfugue
Two-for-one discard has always priced disruption above raw card count. Mind Rot took two cards for three mana and asked nothing extra; the designs that followed usually attached a rider or a body to justify the same slot. Here the fourth mana buys a two-life clip on top of the double discard, which reframes the sorcery from pure hand attack into something that also matters against an opponent already low. That life loss is small, but it is real reach: a card built to strip resources that can also help close a game it did not start closing. The catch is that double discard rewards the early turns, when a hand is still full and the cards taken are worth the most, yet this effect costs four mana to deliver. By the time you can cast it, the target is often down to one card or none, and the spell collapses into a two-life ping with three words wasted. The design lives in that gap between when the discard wants to happen and when the mana lets it: it disrupts hardest early and drains best late, and four mana lands it squarely in neither window. What it does well is round out a black attrition suite, adding a second axis of pressure to a hand-attack plan without redefining what that plan can do.
