Dementia Sliver
Mind-reading by guesswork: this is the Sliver that turns the hive into a discard engine, but a probabilistic one. The ability it grants every Sliver is closer to a memory game than a clean Coercion: you name a card, the opponent reveals one at random from their hand, and only a match forces a discard. The randomness is the price of stapling hand disruption to a creature that can be copied across an entire board, and copying is the whole point. A single guess against a full grip whiffs more than it hits; stack three or four activators against a hand that has already shrunk, and the odds of clipping a known threat climb fast, because each tap is another independent draw from a smaller pool. The tap cost is the real constraint: a Sliver spending its turn on the activation is a Sliver that did not attack, so the disruption competes with the clock rather than running alongside it. The "during your turn" clause is looser than it looks, though. It does not lock the ability to sorcery speed; you can hold up activations and fire them on your own turn at instant speed, sequencing guesses around what you have already seen revealed. It sits in the attrition corner of the blue-black tribe, where the win condition is not raw stats but resource denial: enough guesses, run often enough, turn a coin-flip effect into a hand the opponent can never reassemble.
