Spark Jolt
The single point of damage is almost a courtesy: enough to knock out a one-toughness creature or finish off a blocker already trading down, and nothing more. The scry is what earns the slot. This is a filter with a sliver of reach bolted on, a spell that is never a dead draw because it always does at least one useful thing: pick a target worth the point, or spend the mana to vet your next draw and ship the card you do not want to the bottom. That dual role is the whole design logic, a piece of interaction that doubles as a one-shot dig without ever drawing a card outright. Instant speed does more work here than the burn does: it lets you hold the scry until the end of an opponent's turn, converting an idle mana into information about your draw step while keeping the damage live as a combat trick or a response. Worth stating plainly, since the reminder text invites the mistake: scry does not thin the deck, because the filtered card returns to the library either way. What it buys is sequencing, not card advantage. Read as a burn spell it looks anemic; read as draw-smoothing that occasionally kills something, it does exactly what it was built to do, which is keep a deck's cheap interaction pointed at its next good turn.
