Nahiri's Wrath
The genius of the discard cost is that it converts a liability into ammunition. Every red deck accumulates flooded draws, dead lands, and oversized spells stranded on the wrong turn; this asks you to throw exactly that pile onto the table and price the burn by what it was worth in mana. A discarded land deals nothing, so the spell is built around the opposite of clean hand management: it wants the fattest, most expensive cards you are holding, the ones a normal red deck never gets to cast. Reanimator and madness shells found the obvious partnership, since they want big creatures in the graveyard anyway and treat the damage as a free byproduct of getting them there. The two halves of X pull apart in a useful way: X sets how many cards you pitch and the maximum number of targets, while the damage to each target is the total mana value of those cards. So the same card sweeps a board of small bodies by spreading many targets, or buries a single threat under the mana value of one enormous discard. The cost is also an asymmetric tax that only the caster pays: it punishes an empty hand and rewards a full one, which makes this a payoff that asks the whole deck to feed it rather than a removal spell you slot in. That conditionality is the line between a build-around engine and a dead card, and it is drawn entirely by what you are willing to pitch.


