Mind Warp
Targeted hand disruption that charges by the card. Where most discard spells of its era fixed a number (one card, two cards, your choice but only one) and a fixed price, this scales: you pay for exactly how many cards you want gone, and you get to see the hand before you choose which ones leave. The look-then-choose clause is the design lever doing the work. Coercion-style discard makes the opponent decide; here the decision belongs to the caster, which turns a blunt resource-attrition spell into a surgical one. The cost is the sorcery speed and the steep curve: stripping a meaningful chunk of a hand wants five, six, seven total mana, and you spend your whole turn on disruption that touches only what is already in hand, never the topdeck. That math is why scaling discard has always lived in control and attrition shells, where the tempo loss is acceptable in exchange for stripping a hand to the bone. Black has always offered two answers to "how much can you take": Hymn to Tourach leans on randomness and a fixed count, while the fully chosen, fully scalable approach lets the player buy as much as the board state demands. This is the latter taken to its limit. It answers the question of what discard looks like when you stop capping it, and the price of removing that cap is paid in mana and in the turn you give up to spend it.




