Mind Rot
Two cards stripped from an opponent's hand at the flat cost of three: this is the yardstick Wizards has used for hand attack ever since, and most later discard spells declare themselves by how they bend it. Duress trims down to one card with a restriction; effects that strip a spell at instant speed pay more or attach a downside; the upside-loaded designs (discard stapled to a body, to a card draw, to a sacrifice cost) all begin from this plain exchange and tax themselves to deviate. The sorcery timing does the quiet balancing work: you cannot fire it off mid-turn to ambush a fresh topdeck or punish a hand the opponent has just refilled, so the two-card tax always lands against a hand the opponent has had a full turn to empty. That same timing is why pure card-for-card discard has settled into instruction more than competition: even though spending one card to take two is card advantage on paper, emptying their hand leaves the battlefield exactly as it was, and the threats an opponent most wants to protect are usually the ones already on the table. The appeal is the absence of cleverness: no discount, no rider, no you-choose clause, just the unadorned two-card cost that every more inventive discard spell defines itself against.

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Other printings
- Kaladesh Remastered#101
- Core Set 2021#115
- Core Set 2020#108
- Core Set 2019#109
- Kaladesh#93
- Welcome Deck 2016#7
- Magic Origins#281
- Dragons of Tarkir#110
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- Magic 2015#104
- Magic 2014#106
- Return to Ravnica#70
- Magic 2013#100
- Magic 2012#101
- Salvat 2011#75
- Magic 2011#105
- Duels of the Planeswalkers#27
- Magic 2010#105
- Tenth Edition#159
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- Starter 1999#83
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