Fatal Lore
A study in giving your opponent a choice they will hate making. Both halves are real: three cards is a serious draw spell, and two unregenerable kills is a serious sweep against the right board. The trick is that the opponent picks which one you get, so the card is only as good as the gap between your two options matters to them. If they let you draw, they keep their creatures; if they let you kill, they refill their own hand. Neither outcome is free, and the design leans on that tension rather than on raw rate. This is the punisher template at its most balanced expression: the effect that looks like a two-mode bomb is really a negotiation where you have set both terms but surrendered the decision. The "can't be regenerated" clause on the destruction half is doing quiet work, since it closes the obvious out a defending player would reach for; the compensatory card draw the opponent gets is the pressure valve that keeps the kill mode from being a clean blowout. Cards built this way reward a board state where both menus are painful, and they punish the pilot who casts them when one side is plainly better than the other (because the opponent simply hands you the weaker half). It is a sorcery for a reason: at four mana with no instant-speed flexibility, it asks you to commit on your own turn, then live with whichever door your opponent opens.
