Nefarious Imp
Most scry effects fire on a proactive choice: a cast, a tap, an attack. This one fires on loss, converting attrition into card selection. Any permanent you control leaving the battlefield triggers the ability, and the "one or more" wording batches it: a single simultaneous exodus (a board wipe that clears your whole side, say) still nets exactly one scry, not one per permanent. That batching is the constraint doing the balancing work. It steers the card away from mass-loss payoffs and toward the drip of incremental sacrifice, where each token given to a sac outlet, each fetch cracked, each chump block resolves as its own separate loss and its own separate peek at your library. A deck that trades permanents individually squeezes the most out of it; a deck that gets swept gets almost nothing. The flying 2/1 is a delivery mechanism, not the reason to run it. What earns the slot is the way deliberate, piecemeal losses smooth a grindy black shell across a long game, turning the fragile chaff a black deck is already happy to throw into removal and sacrifice engines into a steady stream of filtering. It is a small engine wearing a flyer's clothes, built for the player who bleeds permanents on purpose and in installments, rather than the one who loses them all at once.

