Pyromania
Discard-as-cost was the design experiment of this era, and few cards lean into it as literally as this pinger: its first activation asks you to throw away a card at random, then converts that loss into a single point of damage at any target. The structure inverts the usual penalty math. In a deck stocked with madness spells and flashback lines, the random discard is not a tax but a setup, since the card pitched blind lands somewhere it can be cast or recast for value. Each activation costs for exactly one damage, a glacial rate by any measure, but raw efficiency was never the point: this is a permanent that drips damage as long as the hand has fuel to feed it. The second ability is the escape hatch, sacrificing the enchantment itself to fire one last point when the cards run dry or the board needs a final nudge. What gives it identity is the way it treats the hand as ammunition rather than a resource to protect, an idea that ran through a whole class of early designs asking players to weaponize their own discard. The damage is incidental bookkeeping; the cost of throwing cards away is what the whole card is built around.
