Feral Instinct
The pump is almost beside the point here: +1/+1 is the smallest meaningful swing a combat spell can offer, just enough to ambush an attacker or shove through a last point of damage at instant speed. What the card is really doing is replacing itself, and the way it does that is the interesting part. The draw is not stapled to the spell; it is deferred to the next turn's upkeep, so you commit to the trick now and collect the card later. That split keeps the total payoff from being free even though the line reads as pure value: the tempo cost lives in the gap between the two halves. It is an early, clumsier ancestor of the clean cantrip language green and blue would settle into over the following years, where "draw a card" simply rides along with the spell. Here the value is spread across two turns instead, a structure that looks like a downside on the page but mostly just paces the reward. An experiment, in short, in the idea that a combat-relevant spell should not actually cost you a card.
