Blinding Spray
A Fog that filed its corners off and forgot why anyone played Fog. The -4/-0 sweep blunts an attacking board for exactly one turn, but it does not stop trample math, fixed-power triggers, or anything already on the stack, and it pays five mana to do work that a single mass-bounce or one efficient removal spell often does better. The cantrip is the tell: the spell knows its primary effect is unreliable enough that it has to refund a card just to justify the cast. That's the structural problem with power-reduction as a defensive tool. Toughness reduction kills; power reduction only delays, and a delay that costs five mana and a full turn of tempo is a bad trade against most aggressive boards that intend to win through damage. The design lands in an awkward middle: too expensive for the tempo decks that might want a one-turn reprieve, too narrow for control decks that would rather have a hard sweeper or a counterspell at the same cost. What it documents is a recurring blue temptation: trying to package combat math as a card-advantage spell, when the math rarely bends far enough to matter and the cantrip ends up being the only line on the card you reliably get value from.
