Inner Demons Gangsters
The trade here is card-for-power, and the sorcery-speed clamp is doing all the balancing. Each discard buys +1/+0 and a menace grant that lasts through the turn, so a hand you no longer need becomes a battering ram: dump three cards, swing as a 6/4 that two blockers can't cleanly stop. The restriction to your main phase matters most. It means the pump has to be committed before combat, on your own turn, with your attack telegraphed, rather than flashed in as a combat trick to blow out a double-block. That timing turns the ability from a surprise into a resource-management question: how much of your hand is this attack worth, and can the board race what's left after you've emptied it. The menace itself is binary; the first activation buys the evasion and the rest of the discards only feed power, so the math is clean: two blockers are always required, but the number they need to survive climbs with each card fed to it. The 3/4 body is durable enough to attack repeatedly without dying to the pump itself, and each discard fuels graveyard payoffs on the side, so the card that leaves your hand isn't purely spent. What it wants is a deck already looking to empty its hand: a shell where discard is a feature rather than a cost, and where a repeatable, sorcery-speed evasive threat closes out the games that hand-dumping strategies otherwise stall on.


