7/6/2016 - Pursuing the idea of a cost-reduction mechanic that's most helpful when you're having trouble playing your hand (as opposed to surge, which is strongest when you're doing well already), I found deluxe. At face value, it seems to reward keeping cards in hand—and that's far from ideal—but how it plays in practice might be very different.
Note that I've focused on effects that are rarely at maximum value on turns 1 or 2, when you'll often stumble into the full discount. The ideal is to help a player who's still behind on permanents on turns 4-6 or so, while still being relevant if you need to pay most of the cost.
It is a fair and strong criticism that these are all terrible when your hand is empty. Perhaps decks with a bunch of these are more careful not to reach hellbent. I wouldn't be shocked if deluxe proved entirely un-developable.