Green Goblin, Back for More
The symmetrical discard is the misdirection here. Once per turn, before you swing, pitching a single card forces every opponent to discard as well, so a one-card investment strips a card off each hand around the table. It only reads as a wash in a duel: with three opponents, the arithmetic runs your way, one card spent for three or more taken. The cleverness is why the villain wants you discarding in the first place. Mayhem recasts this Goblin from the graveyard for its full cost if you pitched it earlier that same turn, which means the card is happiest in decks that treat their own hand as ammunition: some other discard outlet throws the villain away, and Mayhem buys it back to keep the combat war going. The 4/4 flier with menace is the clock that makes the disruption matter, since attacking an opponent's hand without pressure just lets them draw back into gas, and the doubled evasion makes it awkward to chump or gang-block. The shell wants graveyard-friendly fuel you are glad to lose, ideally cards with their own recursion, so what you feed the trigger keeps working from the yard instead of sitting dead. It wears the clothes of a group-hate piece, but the engine underneath recurs out of the pitch, not off the battlefield: Mayhem cares only about what you threw away, never about what died.
