Fear of Missing Out
Extra combat has always been the reddest of luxuries, gated behind bodies too fragile or spells too fleeting to trust. Here the effect is stapled to a two-drop that pays its own way: the enters-the-battlefield rummage (discard first, then draw) smooths draws and, more to the point, feeds the graveyard the card types delirium wants to count. That is the loop the design is built around. The untap-plus-extra-combat trigger only fires once you have four card types in the yard, so the discard is not incidental filtering; it is the setup for the payoff clause a few turns later. And because the untap simply reads "target creature," it can point anywhere: at your biggest threat so it swings twice, at a vigilance-less bomb so it attacks and then holds back a blocker in the second combat, or at the Nightmare itself for a second lap. Most extra-combat enablers demand a whole turn committed to the trick; this one wants a graveyard you were already filling and an attack step you were already taking. The 2/3 body is deliberately unassuming, because the card is not meant to win the race on its own stats. It is meant to survive long enough to switch on delirium, then hand the second combat to whatever actually closes the game.



