Unhinge
Discard-and-draw was black's signature trick long before this printing, and the appeal has always been the asymmetry: you hand the discard to an opponent while keeping the cantrip for yourself. That makes the spell two effects in one shell, which is also its limitation. Three mana for a one-for-one disruption plus a replacement draw is a fair rate that does nothing fast enough to matter against an aggressive deck and nothing big enough to swing a grindy one. Against the wrong target it is dead weight: an opponent with an empty hand discards nothing, and you have paid full price for a clumsier Sign in Blood. The card cares deeply about timing, and that is its honest niche: empty an opponent's hand of the answer they were holding, or strip a topdecking player of their last resource while you dig toward your own. It belongs to the school of black attrition where every card swap is supposed to leave you one step ahead, built for the mirror grind rather than the race. The cantrip is the only thing it has to offer when the discard whiffs, but it is also why the spell never threatened to define anything: the discard is random-free but undirected, so a prepared opponent simply pitches a blank, and the rate is too slow to function as tempo. A clean, modest piece of disruption that asks for a deck patient enough to spend three mana trading one card for one card and call it progress.
