Daring Escape
First strike is the combat keyword that rewrites damage math without touching a single stat, and stapling it to a modest +1/+0 for one mana turns a fight the attacker would otherwise lose into one it wins. The point is preemptive damage: your creature assigns before the blocker can swing back, so a two-power attacker deals three, and a body that would have died in a straight trade instead walks away, often after killing the blocker outright. The pump is small on purpose; the +1 exists to push a creature's power one notch past the toughness that was going to eat it. The scry is the part that changes how you hold the card. Most combat tricks are all-or-nothing: fire them in the right fight or watch them rot. Here, when you commit the spell to a fight and the fight fizzles (the blocker doesn't come, the attack gets chumped, the plan changes), Scry 1 still fixes your next draw, so a trick that missed isn't a total blank. Note the honest limit: it needs a legal creature to target, so this is not a free cantrip you fire into an empty board to smooth a draw, and it never replaces itself. The whole package is deliberately narrow: one mana, one pip, no card advantage, an effect that only lives during combat, a role-player built for an aggressive shell that wants to keep attacking into open blockers.
