Nimble Larcenist
Discard has always fought a timing problem: strip a hand early and you catch nothing worth catching; wait too long and the good cards are already cast. This body answers with information instead of speed. Landing it reveals the opponent's grip and lets you pull the single artifact, instant, or sorcery you most want gone, so the disruption arrives with full knowledge rather than blind. That narrow scope is the design's real point. Random discard is a numbers game; picking the one counterspell out of a revealed control hand, or the one ritual holding a combo together, is closer to surgical extraction. And exile, rather than a graveyard drop, closes the recursion loop that keeps a card like Thoughtseize only a temporary answer against decks built to rebuy from the yard: what you take here does not come back. The 2/1 flying frame keeps the value honest by front-loading it onto that single trigger. The body dies to almost anything, so it never functions as a clock you lean on; it is a one-shot removal-of-a-plan wrapped in an evasive creature, and the flying lets it chip in afterward while the opponent rebuilds around a hole you got to choose. Spanning white, blue, and black is the tax for that precision: this is not splashable disruption but a commitment to Esper's brand of playing the long game with the best information at the table.


