Nightsnare
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.
