Unmoored Ego
Surgical extraction with a guilty conscience. The naming-a-card-then-hunting-it lineage runs back to Lobotomy, but where those effects stripped an opponent's resources clean, this one comes with a refund clause built to keep it from being purely punishing: every copy pulled from hand, the player redraws. That single restriction defines its job. It is not a card-advantage engine; it is a precision strike against a combo piece, a recursive threat, or a four-of you cannot afford to see resolve, with the redraw functioning as a deliberate concession that hand-disruption parity has shifted in the modern era. The reach into graveyard, hand, and library at once is the real value: it does not merely delay the named card, it removes the entire stockpile, foils tutors and recursion in one shot, and leaves the opponent unable to draw back into the answer they were leaning on. The tension it resolves is the perennial problem of singleton-strategy hate. Against a deck whose plan funnels through one or two specific names, exiling up to four of something solves the matchup; against a broad creature deck with no redundant must-answer pieces, the same spell is a whiff, since exiling from hand triggers the redraw and leaves the opponent's hand size untouched, a forced rummage rather than a real strip. That conditionality is the point, not a flaw: it is anti-combo, anti-engine technology priced to be dead against decks that refuse to stack their eggs in a single basket.

