Telekinetic Bonds
The triple-blue cost is the first thing that tells you this was never meant for fair play. Discard is normally an opponent's misfortune or a deck's own self-mill engine; this turns every discarded card across the table into a payment window for a tap or untap. The untap clause is where designers' eyes light up: pair it with any permanent that produces mana when it untaps, or any creature with a tap ability worth repeating, and the discard trigger becomes a pump. The catch is that nothing here generates the discards on its own, so the card is half an engine looking for its other half, whether that is a wheel effect, a forced-discard package, or a self-discarding draw outfit that feeds the trigger every turn. It reads like a clever interaction puzzle and was built as one: the kind of enchantment that does nothing in isolation and everything once the surrounding pieces click, with the per activation and the heavy color commitment serving as the brakes on a loop that could otherwise spiral. That dependence on a second engine is why it has stayed a curiosity rather than a staple; the reward is real, but the assembly cost is steep, and the trigger only fires on a card actually leaving a hand.
