Specter's Shroud
Hand disruption is usually a sorcery: you point a spell at an opponent, they pitch a card, the exchange is over. This Equipment converts discard into a recurring tax instead, demanding it be paid every turn the wearer connects. The trade is in the verb. Where a one-shot Mind Rot empties a hand on your schedule, this one empties it on the rhythm of combat, but only when the creature actually strikes a player: the +1/+0 nudges a body past a smaller blocker yet does nothing to force the damage through. That is the friction baked into the design. The trigger keys off combat damage dealt, not the attack declaration, so a creature that gets chumped, blocked, or bounced before it lands a hit produces nothing; you have merely turned a 2/2 into a 3/2. Strap it onto a flier or an unblockable threat and it becomes a slow vise, stripping a card each turn and leaving the opponent topdecking into your board. The cheap equip cost rewards sliding it across a team to whatever has a clear lane, but the Equipment never solves the connection problem itself; it only monetizes a hit the creature manages to deliver. This is discard recast as a damage trigger, with all the upside and all the fragility that conversion implies: the disruption is real, but it is gated entirely behind whether the wearer keeps getting through.

