Extract the Truth
The clever piece of design here is the exemption. Where a targeted discard spell like Thoughtseize or Duress reaches into any card in the hand, this one deliberately can't touch a land, an artifact, or an instant or sorcery: the first mode only pulls a creature, enchantment, or planeswalker. That narrowing is what pays for the effect. Straight hand attack was priced as a life-loss or a whiff, so this version buys its clean edict-of-the-hand by walling off the cards least dependent on being in hand to matter. Combos and burn plans that live in the graveyard-adjacent parts of a deck slip through; the permanent threats that would otherwise resolve and demand an answer do not. The second mode is the tell about what era of design this belongs to, a period where enchantments were pushed hard enough to warrant a maindeckable answer that costs nothing extra when the discard mode is dead. It functions as a sacrifice edict aimed narrowly at enchantments, which keeps the card live against opponents holding an empty hand or nothing in the relevant three types. Two floors rather than one ceiling: a proactive strip against midrange and control, and a reactive out against an enchantment-heavy board. Neither mode is spectacular, which is exactly what a two-mana modal spell wants when its job is to rarely be a total blank.
