Traumatic Revelation
Discard spells that peek at the hand have always faced the same failure state: the whiff, the turn where the opponent's grip is nothing but lands and you spend two mana to confirm it. This one solves that with a contingency the older designs never had. If there is a creature or battle worth taking, you take it, and the spell does the classic surgical-strike job of Distress narrowed to a single card. If there is nothing worth taking, the spell reroutes its value into a board presence: incubate 3, a 3/3 waiting to be flipped for two mana. That branch is the design's whole point. Targeted discard is a strong early play and a dead late-game draw; folding an incubate rider into the same card means the mode that used to be blank now leaves you a body instead. The mana it asks for buys either the disruption or the fallback, never neither, a meaningfully different risk profile than a naked hand-attack spell. The incubator itself is a slow token (it enters as an artifact, not yet a creature, and demands a further payment to become a 0/0 with three counters), so the fallback is real but back-loaded. This is discard trying to shed its late-game dead weight, and the answer here is not a rebate or a cantrip but a Phyrexian egg left on the battlefield when the interrogation comes up empty.
