Fill with Fright
Discard spells fight a clock: the longer the game runs, the fewer cards the opponent holds, and a hand-attack effect that finds nothing is a dead draw. This one buys insurance against exactly that. The discard half is the standard two-card bite black has priced at various points across the game's history; the scry rider is what changes the calculus. Even against an empty hand, the second clause still does work, filtering your own top two toward whatever the discard was meant to clear a path for. That coupling is the design idea: a disruption spell that refuses to whiff entirely, because the caster gets value from the bottom half regardless of what the top half hits. The cost is the catch. Four mana for two cards of disruption is a steep rate by the standards of black's premium hand attack, which traditionally lands the same effect for far less and far earlier. The scry is there to justify the markup rather than to make the card efficient, and it never fully closes the gap. What remains is a midrange-paced disruption piece built to be cast when you can spare the turn and still want to dig: a card that trades raw tempo for the reassurance that the scry half is never wasted.


