Oggyar Battle-Seer
Repeatable card selection on a body that wants to be in combat, and the honest read is that those two ambitions compete. The tap ability filters the top of your library for no mana, so it costs only the creature's attention rather than a spell or a turn's worth of held-up interaction. But there is no vigilance here, and tapping to attack is not the same action as paying the tap cost on the scry ability: on any turn you swing with the 3/4, the ogre is tapped from combat and cannot also scry. The choice, then, is turn by turn: press the beatdown, or leave the ogre back to smooth the next draw. Haste sharpens the opening move, since the creature can scry the turn it enters instead of waiting to untap, letting you shape a draw before you have committed to a plan. From there it settles into a war of attrition: a 3/4 for five is a modest rate, so the payoff lives in the arithmetic of many small scrys accumulating across a long game, each one shaving a land flood or a dead card off the top. This is a grind-plan engine for a blue-red deck that wins on the quality of its draws rather than any single explosive turn, and the recurring tension it hands you (attack or filter) is the whole texture of playing it.
