Hopeless Nightmare
A single mana buys three discrete pieces of value here, spread across the card's entire lifespan rather than bundled into one trigger. The enters clause is a targeted mugging: each opponent discards a card and loses two life, the rate a black one-drop has long paid for cheap hand attack, except this one sits on the battlefield afterward, holding a permanent slot for anything that counts enchantments. Then the graveyard trigger pays a second dividend: scry 2 when it hits the yard, so its work continues even after the board has moved on. The sacrifice ability closes the loop, letting you cash the enchantment in for that scry on your own terms rather than waiting for removal. Note the timing this rewards: the scry fires on death from the battlefield, so exile-based blink effects skip it entirely; the ability wants a genuine graveyard trip, whether from your own sacrifice outlet or an opponent's removal spell. A plain discard spell resolves and is gone; this one is an enchantment built to be spent, not kept. It wants to enter, do its damage, and die, and it hands you the switch to make that happen. For decks that reward enchantments entering and leaving, the card is less a threat than a repeatable event you schedule around. The two life and the discard are the headline; the scry-on-death and the sacrifice outlet are why it earns a slot in decks that never cared about pressuring a hand at all.
