Thought Hemorrhage
Most discard targets a single card and accepts that the deck holds three more copies; this one solves that problem at the root. By naming a card rather than picking from a revealed hand, it reaches every copy at once: the graveyard, the hand, and the library all get scoured, and what it finds is exiled rather than discarded, so no recursion brings it back. That is the surgical-extraction template (Memoricide and Cranial Extraction work the same way), but the rider here is the wrinkle. Each copy it pulls out of the hand also deals three damage, which turns a defensive answer into a punishment for the opponent who actually drew their combo piece. The design tension is honest about its own limits: the damage only counts cards revealed from hand, never the ones dug out of the library or graveyard, so the player who has already cast or buried their copies pays nothing. It rewards naming a card the opponent is holding right now, not the one they are about to draw. That makes it a worse blind-guess tool than a pure extraction spell and a better one when you can read the board, a split that suits its colors: black supplies the knowledge of what to take, red supplies the cost for having it.
