Monument to Endurance
The reward-engine payoff for a plan that older cards treated as pure cost. Discard has always been the friction on rummaging and looting: you throw a card away to dig, and the card in the bin is the price you pay. This inverts that ledger. Every discard now fires a menu, and because the trigger reads "whenever you discard a card" rather than "one or more," dumping four cards to a single spell fires it four times, not once. The real constraint is elsewhere: the "hasn't been chosen this turn" clause caps each mode at one use per turn, so the ceiling is three discards' worth of value regardless of how you get there. That shape means the three modes cover the full spread from a single engine: card advantage, ramp-via-Treasure, and a reach clock that closes games without attacking. Cards that discard as an incidental side effect (upkeep costs, connive, blood tokens, cycling) stop being neutral and start being a rate, and the more of those you can pack in, the faster you fill the daily quota of three. The math wants breadth of discard sources, not depth of any one. It is the kind of artifact that turns a discard subtheme from a supporting mechanic into the actual win condition, converting the graveyard's on-ramp into the closing line.




