Persecute
Where most discard takes one card and calls it a turn, this one is a structural strike: name a color, and everything in that color leaves the hand at once. Against a two-color deck the math is brutal, but the real design tension lives in the word "choose." You commit to a color before you see the hand, which means the card rewards reading the opponent's deck rather than their grip. Guess wrong and you spend four mana for a glimpse and nothing else; guess right against a mono-colored or heavily-leaning list and you can empty a hand to the felt. That binary outcome is the trade the card makes for its blowout ceiling. It belongs to the older school of black control that wanted to strand a combo or aggressive opponent off their key spells entirely rather than picking off one threat at a time, the same impulse behind Hymn to Tourach's randomized double-strip, except here the strip is targeted by color and scales with how committed the opponent is to a single hue. The reveal clause matters too: even on a whiff, you learn the hand and can price the rest of your turns accordingly. Its power swings hard with how mono the surrounding format happens to be, which makes it less a removal spell than a metagame read cast at sorcery speed.








