Feast of Sanity
Discard has always been an input mechanic hunting for a payoff, and this one fires on every card you discard, from any source: a cycling trigger, a rummaging draw-and-discard, a madness enabler, a hellbent looter. Where most discard-matters designs reward the act with card advantage or a graveyard body, this turns each discard into a two-point swing pointed outward: one damage to any target, one life back for you. A single instance is a rounding error, but the ability has no cap and no once-per-turn clamp, so the math scales with how hard you are willing to churn your hand. Bolt it to a repeatable no-mana discard engine and the trickle becomes a slow drain that also sweeps small creatures and can close a game from the top of an empty hand. The honesty of the design lives in that trickle: it rewards outlets that pitch many cards cheaply, not a deck that occasionally lets one go. It belongs to a line of enchantments that tax an existing action for extra value, but where earlier discard payoffs mostly fed the graveyard, this one aims its output at the opponent's life total and board, converting the cost of digging into a weapon.
