The Temporal Anchor
Scry has always been a soft way to shape draws: you look, you decide, you tuck the misses to the bottom and forget them. This inverts the last step. The cards you bottom during a scry do not vanish into the deck; they get exiled and handed back to you as playable resources on your own turns. The upkeep scry 2 keeps the engine fed without asking for anything else, so the interesting decision is not whether to scry but which cards you consider "unwanted." A land you do not need this turn, a spell that is off-curve now: bottoming them under a normal scry is a loss you eat, but here it converts them into a growing exile pile you can spend later. That turns the ordinary act of digging into a form of stockpiling, and it stacks with every other scry effect in the deck, each one funneling more cards into the stash. The cost of admission is the color demand: three blue pips inside a six-mana artifact is a heavy tax that keeps this out of any deck not committed to blue and willing to sit at a slower pace. What it builds is a long-game inevitability that most artifacts cannot claim, an accumulating hand-behind-the-hand that only pays off if the game goes long enough to empty it.




