Mind Rake
At its base cost, this is Mind Rot on the nose: three mana to make one player pitch two cards of their own choosing, a rate black has offered since the earliest days of hand disruption and one nobody has ever been thrilled to pay. The overload clause is the reason the card exists. Pay the discounted cost and "target player" becomes "each player," which reprices the effect as a symmetric two-card strip that hits the whole table, the caster included. That self-inflicted cost is the tension worth reading for: overloaded, this is not a targeted mugging but a resource wipe you also walk into, so it wants you empty-handed while the rest of the pod is holding fuel to burn. Because the discarding player still chooses what to pitch, it never answers a specific threat; it grinds grips down rather than sniping the one card you fear. The more interesting move is the keyword itself. Overload was built for widening instants and sorceries across a battlefield, the province of red-blue spell decks throwing damage or bounce at everything at once. Grafting it onto plain black discard points that "make it hit everything" machinery at hands instead of the battlefield, the one zone black has always had license to attack, and turns a two-player attrition card into a scaling group-slug depending on which cost you choose to pay.


