Samut's Sprint
Combat tricks tend to buy raw stats and nothing else, which is why the tail on this one matters more than the +2/+1. Granting haste gives the pump a purpose beyond blowing out a block: cast it on a creature that just resolved and swing the same turn, converting a topdecked body into immediate damage rather than a threat that sits idle for a rotation. The scry 1 pays a different debt. Single-card tricks are feast-or-famine, dead in hand the moment a board stalls, so the scry lets a hasty attacker also smooth the next draw the instant it resolves. That is the logic behind stapling a minor deck-manipulation clause onto a red instant that would otherwise be a one-shot swing: it refuses to be a pure blank in the games where the attack never materializes. The stat bump itself is modest by red-trick standards, and deliberately so; the pitch is not the size of the boost but the three separate levers (tempo through haste, extra damage, and card selection) it puts on a single mana at instant speed. It rewards being held rather than jammed, since haste and scry both want the exact turn where a fresh creature can swing and you also want to dig one card deeper.

