Stormbind
A repeatable damage engine that turns dead cards into burn, paid for with the resource most decks treat as sacred. The "discard a card at random" clause is the whole design: it caps the engine not on mana (two generic per activation is trivial in the late game) but on the cards in your hand, and the randomness means you cannot reliably feed it your worst card. That friction is what kept a no-summoning-sickness, repeatable two-damage-to-any-target enchantment in line with its era. The natural fuel is a hand you no longer need: top-decked lands, spent answers, the back end of a stalled board. Stormbind rewards the deck that wants to empty its hand anyway and then convert the overflow into reach, which makes it the rare red-green card whose late-game ceiling outruns its early-game tempo. It reaches any target, so it doubles as both a slow removal drip and a clock against an opponent's life total, and because the cost is generic mana plus a discard rather than a tapped creature, it keeps working through board wipes and sweepers that gut a creature-based plan. The design lineage is the random-discard engine that trades hand size for repeatable effect, a tension Wizards has revisited carefully ever since: give players a value engine, but make the fuel something they cannot perfectly curate.




