Thought Scour
A cantrip that does its work twice. For one blue, you replace it in hand while putting two cards into a graveyard, and the design wrinkle is that those two cards need not come from your own library. Point it at yourself and the mill becomes the payload: two more cards in your own yard to fuel delve, flashback, threshold, or any of the graveyard-as-resource engines blue has fed over the years. Point it at an opponent and it turns into a feather-light disruption spell against fetch-and-shuffle libraries or a way to deck them on a clock, though that second mode is the rarer one. The card draw is the toll that keeps it from ever being a dead spell: even when the mill matters nothing, you have spent one mana to dig and held instant-speed flexibility. That combination, a true cantrip stapled to a graveyard-loading effect, is why it sits in a narrow band of one-mana spells that ask nothing of you to be worth running while paying off any deck treating its own graveyard as a second hand. It is not a card that wins games on its own; it is the lubricant that makes a graveyard plan run a turn faster, which in the formats where graveyards are the whole point is the difference that counts.









