Toll of the Invasion
Targeted discard has always been a two-part decision: strip the card that matters, and eat the tempo of doing nothing to the board while you do it. This one answers the second half by stapling a body onto the coercion. You reveal the hand, pluck the nonland threat you fear most (the same surgical extraction Coercion and Distress trade in), and then, instead of passing with an empty board, you leave behind an Army: a 1/1 Zombie the first time, a growing wall of counters if you cast more of these effects. That amass rider is why the effect costs three mana when cleaner two-mana discard is everywhere; the extra pip buys a permanent that keeps ticking. Amass turns a reactive, card-neutral spell into a slow value engine, so the cost of interacting with the opponent's plan is partially refunded in board presence you can keep growing across a game. It is a discard spell that stops being a dead draw in the late game, because even when the opponent's hand is empty the Army line still advances. Hand attack's classic weakness in attrition matchups is that once you run out of targets, you run out of gas. Here, every copy still adds a counter to the board, a modest but deliberate reframing of what discard is for.
