Whispers of Emrakul
Random discard has always been black's hedge against not knowing what the opponent is holding: trade the surgical certainty of a card like Thoughtseize, which lets you read the hand and pull the worst card from it, for an effect that strips something blind and asks no information of you. The catch is that one random card is a soft poke; you might pull a land while the combo piece stays put. The delirium clause reframes the bargain. Once you have salted your own graveyard with four card types (the instant, sorcery, creature, land mix any self-mill or fetch-heavy black deck accumulates without trying), the same two mana takes two cards at random instead of one, and that second card is what turns coin-flip disruption into genuine resource denial. The randomness even tilts in your favor as the opponent's hand thins: pulling two cards from a depleted hand makes it far likelier you catch the answer or threat you wanted gone, without ever needing to look. This is a payoff built as a curve rather than a standalone effect. Cast early it is filler, a hand-roughing nuisance that trades one for one and does nothing to advance your own board. Cast after the graveyard has done its work, it scales into something closer to a knockout against a low-resource opponent: disruption designed to mature, priced for the version of itself you only unlock once four types sit in the yard.
