Stormscale Anarch
The repeatable burn is the body's reason for existing, but the discard clause is what the whole design pivots on: each activation costs three mana and a card pitched at random from your hand, and that randomness is the lever. A pinger that always dealt four for the cost plus a guaranteed gold card would be priced very differently; instead the upside is bought by filling your deck with multicolored spells, then surrendering the choice of which card actually leaves your hand. It is a Spike-flavored tension dressed as a Lizard: the more gold cards you run, the better the expected damage per shot, but the more you are feeding a coin flip rather than a payoff you control, and in a heavily multicolored build you may discard the very threats you were saving. Against the era's clean repeatable pingers, this one trades reliability for raw ceiling and ties that ceiling to a deckbuilding commitment to two- and three-color spells. The cost structure (three mana plus a card per shot) means a long game eventually strips your hand bare, so the engine is a closer rather than an attrition tool: you point it at the opponent's face once the board is stable and accept that every activation burns a card you will never get to cast.
