Struggle for Sanity
Most discard spells let you tear cards out of an opponent's hand and dump them in the graveyard. This one runs the demolition through a draft. The opponent peels off the first card, you take the next, and you alternate until the hand is gone; then they keep what they grabbed and lose the rest. The structure means you can never simply strip the single card you fear most, because the opponent chooses first and will always rescue their best answer. What you can do is gut everything beneath it: in a five-card hand, you exile two cards to the graveyard while they save three, and the larger and more committed their grip, the more you grind away. The card's whole interest lives in that alternating draft, a tug-of-war over a finite pool where neither player gets a clean pick and the price of taking the prize is leaving the next card for your opponent. It is a slower, fairer kind of hand attack than the era's blunt instruments like Mind Twist or Hymn to Tourach, trading guaranteed devastation for a partial, negotiated one. The double-black cost and sorcery speed keep it honest: you spend a full turn to chip at a hand you can only ever half-empty, and an opponent holding two cards barely notices it at all.

