Mind Roots
Hand attack has always paid full freight for its power: making an opponent throw away two cards is the kind of pure attrition older designs like Mind Rot charged three mana for and left at that. What separates this one is a rider that can hand you a land, but only if a land is actually among the two cards discarded this way. That conditional is the whole point, because the choice of target reads two entirely different ways. Point it at an opponent and it stays hard disruption; if they happen to pitch a land, you plant it tapped under your control and pull ahead a permanent while they are down two cards, but a hand full of spells gives you nothing back. Point it at yourself and the clause becomes a guarantee you author: you pick which two cards to bin (reanimation targets, delve fuel, escape and flashback payloads) and choose whether one of them is a land you drop into play, accelerating while stocking the yard. The land return is never a cost, only conditional upside, so aiming the spell decides whether you are grinding a hand down or building advantage out of your own resources. Black supplies the disruption and the graveyard reach; green supplies the tempo of a free land drop. The design only earns its slot where a full yard and a fast land count are already the plan, since against the wrong hand it collapses back into plain discard.
