Resounding Scream
Pay three mana and you get an honest, unglamorous random discard: a single card stripped at random, the kind of disruption that arrives later than a targeted hand-attack spell but cannot be dodged by holding the right card back. The cycling cost of , though, is not the usual escape hatch that turns a dead card into a fresh draw; it is a steep, three-color tax that buys a draw plus a two-card random discard on top. That gated upside is the design conceit of the cycle this belongs to: a plain mode anyone can cast, welded to a premium mode that demands the full Grixis spread of blue, black, and red at once. The cycling clause is there to reward a deck already paying that mana cost, converting what looks like a fail-case dump into a deliberate payoff. Random discard is the part of the bargain that earns its keep: it sidesteps the hand-protection a targeted spell has to fight through, and at two cards it can gut an opponent's grip on a turn they would much rather spend elsewhere. The card is two spells stapled together by a cost so demanding that which one you actually fire says more about your manabase than your matchup.
