Skullslither Worm
Discard has always carried a structural problem in topdeck wars and long games: an empty-handed opponent turns the effect into a dead card, the coordination-hostile floor that keeps hand disruption honest. This design flips that floor into upside. Against a stocked hand it does ordinary work, shrinking each opponent's options by one; against opponents who have already emptied out, it swells instead, banking two +1/+1 counters for each player left with nothing to pitch. The result is a discard payoff that scales inversely to how much discard has already happened, rewarding the exact late-game state where a raw Coercion effect would whiff. And the printed body points at where this design wants to be played: against a single empty-handed opponent it lands as a modest beater, but the counters only stack into genuinely threatening numbers when several hands are empty at once, aiming the card squarely at a wider table rather than a duel. It is a small, tidy answer to an old friction in black's toolkit, converting the mode where discard normally does nothing into the mode where the creature hits hardest.
