Skull Rend
The five-mana price tag is the giveaway that this was built for the multiplayer table, not the duel. Against a single opponent, two damage and two random discards is a poor return on a five-drop sorcery; against three opponents at once, the same line strips six cards from hands and deals six damage spread around the table for the same cost. That scaling is the whole design logic: the effect hits each opponent rather than one, so its value rises with the number of seats while its mana cost stays fixed. Random discard rather than chosen discard sharpens it further, denying opponents the ability to pitch their dead cards and instead threatening their bombs and answers blind. The two damage is almost incidental, a small clock attached to a hand-disruption spell that happens to hit everyone. As a piece of Rakdos design, it sits at the intersection the guild has always lived in: black supplies the discard and red supplies the burn, and the card refuses to commit fully to either, doing a little of both to many targets at once. That refusal to specialize is what keeps it out of efficient one-on-one decks and squarely in the politics of a crowded board.
