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The most reliable discard effect is the (draw 1, discard 1), card. But even then your trading a card draw to get a free cast of a spell.
Let's suppose that "normally" you'd draw and play 5 cards on your turn.
Now suppose you draw a hand that includes both a Token and an Offering (plus 3 other cards). You play the Token, causing you to draw a card (you now have 4 "other" cards) and discard a card. You choose to discard the Offering, which means it actually gets played. Thus, on this turn, you get to play the Offering plus the remaining 4 cards in your hand, for 5 cards total (not counting the Token).
If an Offering that was permanently modified to cost 0 is a card that you would want in your deck, then you haven't lost anything in this scenario. You played just as many cards as in the "normal" default case (5), but one of them was a free Offering.
If you could guarantee that Tokens and Offerings always got drawn together in pairs, there would be essentially no downside. I guess it means you don't get to see your fifth card (for planning purposes) until you've played the Offering, but that's pretty minor. (On the other hand, the Token triggers Incant effects, which for the Stygians is often helpful.)
The main downside comes when you draw them separately, rather than together.
If you play the Token with no Offering, it still draws a card to replace itself, but then you need to discard something and get no benefit for it. If your hand contains a card that you wouldn't have played anyway (either because you would have run out of ember, or because that card just wasn't useful this turn), then this doesn't matter, and you end up in the same position as if you hadn't had the Token in your deck. But on turns when you otherwise would have played your entire hand, the Token forces you to discard something instead of playing it. (This is still probably better than outright losing a draw, because you get to choose which card to not play.)
And if you draw the Offering with no Token, then you either pay its full normal cost (in which case it's probably not very efficient) or you choose not to play it (in which case it's a dead card--on that hand, you effectively lost a draw).
Also, obviously, there is the opportunity cost of not getting to take whatever cards you could have gotten instead of the Offering and the Token.
If you decide to try freezing cards so you can wait for them to pair up, you should keep the hand limit in mind--once you have 10 cards in-hand (including frozen cards from previous turns), you can't draw any more cards, even if you would normally be entitled to. If your deck has a lot of +draw, frozen cards can turn into a liability.
The Conduit upgrade for the Stygian champion Tethys can also help with playing damage-dealing Offerings (Crypt Builder).