Furious Bellow
Combat pumps have always lived on a tightrope: the ones that win a fight are dead weight when there's no fight to win, and even a two-for-one blowout still costs you the card you cast. Stapling +3/+0 and first strike onto a creature at instant speed is a serviceable ambush, letting a small attacker eat a would-be blocker or a defender survive a swing, but the scry is what separates this from the dozens of vanilla tricks it otherwise resembles. It does not undo the card cost (a scry never puts a card in hand, so you're still down one), but it does something subtler: it dampens the worst-case regret. When the pump does exactly what you needed and nothing more (push lethal, save a creature that was trading anyway), you at least smooth your next draw rather than firing a naked trick into the void. And on a stalled board where the ambush window never opens, you can cash it out on your own turn purely to fix a draw, taking the pump as an afterthought on whatever attacker survives to end step. The ceiling is a modest combat blowout; the floor is a trick that at least buys you a look at the top of your library on the way down. That deliberate softening of the trick's downside, not the raw stats, is the whole reason it reads as a support-role card rather than a spike.
