Trapfinder's Trick
Hate so specific it can only exist alongside the mechanic it answers. Trap cards were a short-lived experiment in spells with conditional alternative costs, payoffs that snapped off when an opponent walked into a trigger. This is the dedicated counterplay to that experiment: a two-mana sorcery built to strip every Trap out of a hand before it can spring. The design is sealed inside a window that has almost never been open, but the card is not a blank when that window is shut. The first clause forces the target to reveal their hand whether or not a single Trap falls out, so even against a Trap-free hand you have bought full information about what you are facing for your two mana, with the discard riding along as upside if the subtype happens to be there. That asymmetry, a guaranteed reveal stapled to a conditional discard, is what keeps the card from being pure dead weight outside its intended environment. Still, the discard half is the reason it exists, and it sits among the mechanic-specific answers that read as curiosities once their target subtype stops appearing: a clean, almost archival illustration of how tightly a counter can be tuned to a single design when the designers know precisely what they are defending against.
