Kaito's Pursuit
Discard spells and evasion grants rarely share a card because they answer different questions: one attacks the opponent's hand, the other clears a path to their life total. Stapling both onto a single sorcery reflects a specific archetype ambition, the black-based ninja-and-rogue deck that wants to strip an answer and push through damage in the same turn. The discard is the reliable half, hitting any player for two cards regardless of board state; the menace clause is the conditional half, worth nothing when you control no ninjas or rogues and everything when your attackers can slip past a single blocker. That matters most on the crawl in: menace on an evasive body forces two blockers or none, and a creature that connects unopposed is the ideal enabler for the ninjutsu abilities waiting in your hand, letting you swap the small attacker out for a bigger threat once damage is assured. Because the effect only touches your ninjas and rogues rather than your whole team, it functions as a tribal reward rather than a generic Falter, and the sorcery-speed restriction pins it to your own precombat main phase, where you set up the swing rather than ambushing a blocker. The design lives on the tension between two effects that both want to be the reason you cast the card, neither quite justifying three mana alone; together, in the deck built to use both halves, they turn a turn of disruption into a turn of pressure.
