Inordinate Rage
Every fixed-cost combat trick lives with the same risk: the whiff. Announce a naked +3/+2, watch the opponent Bolt the attacker in response, and you have traded down two-for-one, spending a card to accomplish nothing. This one hedges against that outcome by stapling a scry to the buff, but the hedge has a hard limit worth stating plainly: the spell has a single target, so if that creature leaves before resolution, the whole thing fizzles and the scry never happens. The rider only pays out when the pump itself resolves. What it protects against is the other kind of dead trick: the one that resolves but does not matter (a combat that never happened, a block the opponent declined, an attacker that got through anyway). In those cases the scry 1 converts a wasted card into a small dig toward the next threat. The buff is a hair short of the biggest fixed-cost tricks, and one scry is the smallest possible smoothing, so neither half is best-in-class. That is the deliberate stake: red pump spells whose value hinges entirely on the opponent misplaying too often do nothing at all, and attaching a look-at-the-top rider trades a slice of raw stat efficiency for a card that still does something when the combat math breaks even. Just not when the target itself is gone.
