Lost in a Labyrinth
A defensive trick that aims at the attack step rather than the board: shaving three power off a single creature blunts an alpha strike or rescues a blocker without touching the toughness math everywhere else. The -3/-0 is the tell. This is a damage-prevention spell dressed as a pump effect, useful only in combat and useless against anything you actually need gone. The scry rider is what saves it from the long line of one-shot fog substitutes, giving a narrow combat answer a floor: even when the attack you blunted was the only thing happening, you have still smoothed your next draw. The card always needs a creature to point at, so it never functions as a pure cantrip with no target; but on a turn where you would otherwise sit passive, you can aim it at your own blocker or a creature in a stalled board, take the -3/-0 you do not care about, and pocket the scry. That second clause is the design idea: handing a tempo-blue interaction spell a reason to exist on turns where there is no profitable combat to answer. The trade is honest. One blue mana buys a temporary, combat-only intervention plus a card-quality bump, and the creature you targeted is still there next turn at full power. A low-stakes role-player whose whole job is to keep a reactive deck's instant-speed slot from ever being a dead card.
