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Moxonomy

Nightsnare

Sorcery3 generic manaBlack mana

The four-mana price tag is what makes this a curious branch of the targeted-discard family. Where Coercion lets you reach in and pull the exact card you fear, this puts the choice on a sliding scale: see the whole hand, then decide whether one surgical extraction is worth more than walking away with two cards gone. The card builds in a quiet incentive to leave nonland cards behind, because the moment you decline to pluck one, the opponent surrenders two cards of their own choosing. Against a hand thick with threats, that two-card tax is the better deal; against a hand holding one specific answer or bomb, the single targeted pull is what you came for. The reveal does most of the heavy lifting either way, converting hidden information into a read you act on immediately. The friction is in the timing and the fallback: at sorcery speed this is disruption you cast on your own turn, well past the early window where hand attack hurts most, and the two-card mode hands the choice of what to lose back to the player you are trying to strip, so a savvy opponent ditches their least relevant cards. It works as measured midrange disruption, something that wants a board already under control and a clock already ticking, rather than the early-game tempo hit that the cheaper discard spells in black's catalog are built to deliver.

Nightsnare (ori)
ORI · #111common
Pricing
Normal: $0.07
Foil: $0.23
Oracle Text

Rules text

Target opponent reveals their hand. You may choose a nonland card from it. If you do, that player discards that card. If you don't, that player discards two cards.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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