Spiritual Focus
Discard, for most of the game's history, was a wholly opponent-driven harm: a force that pulled cards from your hand against your will, the province of black's hand-attack and a scattering of red and blue effects. This enchantment is white's answer to that pressure, built as a punishment card that taxes the discard rather than preventing it. The discipline lives in the trigger condition: it cares only about discard caused by a spell or ability an opponent controls, so it never rewards your own rummaging, your own cycling, your own hellbent payoffs. That restriction does all the balancing work. Against a deck leaning on hand disruption, each forced discard returns two life and a fresh card, turning the attacker's tempo play into a wash or worse; against a deck that does not touch your hand, it sits inert. The structural cleverness is that the punishment scales with the aggression directed at you: the more an opponent commits to stripping your hand, the more value the enchantment bleeds back, inverting the discard plan so that the very act of executing it pays the defender. It is a white countermeasure of the old reactive school, designed to blunt a particular line of attack rather than to do anything proactive. A symmetry of motive turned inside out: a card that does nothing until someone tries to hurt you in exactly the way it was waiting for.
