Wall of Runes
Blue has been printing early defensive bodies since the game had aggressive creatures to stop, and most of them share the same weakness: the moment the board stabilizes, the wall is dead weight, tapping out nothing and drawing you nothing. The scry-on-entry rewrites that math. The mana you spend to buy time also smooths your next draw, folding a blocking play and a card-selection play into the same tap, and it gives the card a reason to exist even in a matchup where a 0/4 never eats a single attacker. The toughness is the other half of the design: high enough to survive the common two- and three-power one-drops without trading, so the wall does its blocking job for free while the scry pays the entry cost regardless. This is a builder's piece rather than a threat, meant for a controlling shell that wants a body on turn one and a look at the top of its library, then is content to let the wall sit there while the real plan comes online. The quiet economy is that nothing about it is wasted motion: even the worst-case draw, where the blocker never matters, still returns a scry for your trouble.


