Discordant Dirge
Discard usually arrives as a single shot fired the turn you have the mana: a Coercion or a Hymn to Tourach, spent and gone. This enchantment inverts that economy. It lands inert and asks you to keep it on the table across several upkeeps, each one banking another verse counter, before it can do anything at all. The payoff scales with the wait, since X equals the counters accumulated, and the strip is fully informed: you look at the opponent's hand and pull the cards directly, taking exactly the ones that hurt most rather than guessing blind. Two restrictions hold the ceiling down. The counters accrue one per upkeep, so the threat grows on a linear, telegraphed clock; and pulling the trigger sacrifices the enchantment, so it is a one-time detonation, not a recurring drain. You wind it up in full view of the opponent, who can either race the clock or remove the threat before it fires once. That structure makes it the glass cannon of hand attack, the opposite of an engine that bleeds a card a turn: a visible accumulating threat the opponent must answer or lose half their hand to in a single beat. As the hand-attack member of the verse-counter cycle, it argues that disruption can be charged up and front-loaded as a planned event rather than spent reactively.
