Spider-Man, New Champion
Discard has historically been a cost you swallowed: rummaging, looting, hellbent enablers that turned surplus cards into filtering but never into pressure. This design inverts that arithmetic. Every card leaving your hand for the graveyard becomes a point of damage with a targeting clause attached, and because the trigger counts cards rather than firing per card, a multi-card discard (a symmetrical wheel, a rummage-two effect) resolves as one burst instead of a trickle. Discard reads here as ammunition, not a tax, which is why the reach and the ordinary body matter less than the enabler shell around it: the payoff scales entirely with how hard you can empty your hand across a turn. The damage is bounded by the count of cards discarded, so the card rewards decks built to churn rather than decks hunting a free kill on an empty board. It belongs to a small line of creatures that convert a defensive resource into direct damage, and it states the idea about as cleanly as any of them: no phase restriction, no once-per-turn clause, just a running exchange rate between the cards you shed and any target's life total or toughness.
