Cait Sith, Fortune Teller
The tension every impulse-draw card has to resolve is that a card exiled with a play window is worthless if it costs more than you can pay. This one leans into that mismatch instead of hiding it: the mana value you can't afford becomes a combat bonus instead, so the whiff is converted into a swing rather than a dead exile. That reframing is what makes the whole ability coherent. A five-drop you can't cast off the top is a +5/+0 pump on a creature you already control, which turns high-curve cards from disappointing flips into the payoff. The scry does quiet setup work first: you see the top card before the exile happens, so you get one bit of information to decide whether you'd rather smooth toward something castable or bottom a cheap card to salvage a bigger pump. Timing the trigger before you commit attackers is the point, since it lets the pump influence blocks and connect for extra damage before combat math is locked. The body is modest and the color is red, so the card reads as an aggressive engine that rewards a deck built to attack every turn rather than one hoarding value. The gamble framing is not just flavor dressing on a Cat Moogle; the design genuinely wants you to accept variance and points every outcome, hit or miss, back toward the red plan of pressing damage.

