Hanabi Blast
A reusable two-damage shock that keeps returning to your hand: that is the pitch, and the random discard is the bill that comes due for it. The bounce-and-discard structure means you can fire it again next turn, chaining small bursts of reach across a long game, but every recast gnaws at your grip from a card you do not choose. Random discard is a deliberately worse tax than ordinary discard, because it can take the thing you were trying to keep as easily as the chaff you wanted to pitch. That asymmetry is the design tension: a recurring damage source that punishes you for leaning on it, scaling badly the longer the game runs and the emptier your hand gets. It wants a build that treats a card hitting the graveyard as upside rather than cost, where the random clause stops being a downside and becomes an enabler. Run as straight burn it is a trap: keep firing and you will eventually pitch the resource you needed, one coin-flip at a time. This is repeatable damage priced with self-inflicted attrition, a counterweight the modern game tends to handle with charge counters or once-per-turn limits instead. Here the limiter is your own hand size, ground down a random card at a time until there is nothing left to discard but the answers you were holding.
