Rotting Rats
A discard spell that comes back for a second helping. The body is incidental; the entry trigger is the point, stripping a card from every hand and stapling that disruption to a creature an unearth cost lets you replay later for one more forced discard. The symmetry is the wrinkle: it makes each player pitch, so it leans toward decks that want an empty grip more than the opponent does, an attrition shell running a hand-disruption suite and happy to break even on raw card count if it is shredding the right card. Unearth turns the recursion into a guillotine rather than a value engine: the returned rat leaves play for good once it has done its job, so you never keep the creature, you keep the trigger. That self-exile clause is what stops the two-for-one from snowballing, and it dictates the timing window: unearth resolves only at sorcery speed, so the second discard is a proactive strike on your turn, not an instant-speed ambush. One caveat for the sacrifice-deck instinct: an unearthed creature is exiled rather than killed if it would leave the battlefield, so feeding it to an outlet still pays that outlet's cost but yields no death trigger to squeeze on the way out. As hand attrition goes, this is a slow, repeatable grind rather than a single decisive blow, a win condition built by widening a card-quality gap one forced pitch at a time.

