Rebellious Strike
A pump spell that refuses to be a one-time investment. The reason combat tricks read as risky is card economy: you spend a card to push through or save a creature, and if the trade goes sideways, you are down two cards to their one. Attaching a cantrip to the +3/+0 collapses that math. The floor is no longer "a dead card if they don't block"; it is a two-mana instant that replaces itself and happens to have a combat effect stapled on. That reframing is what design has been doing to combat tricks for years, trading raw stat swing for card-neutrality, and this sits squarely in that lineage: modest bonus, guaranteed draw, no downside beyond the mana. The bonus is deliberately lopsided toward power rather than toughness, which points the card at the aggressive plan (win a race, punch through, close the game) rather than survival; adding zero toughness will not win you many trades. The one seam worth naming is the target clause: the spell needs a creature to resolve, so on an empty board it is stuck in hand, and the cantrip only fires if something is legal to target. Barring that, the pricing is where the discipline lives. The trick has to be cheap enough to matter in combat and cheap enough that drawing a card off it is not a tax, and two mana threads that needle.
