Witches' Eye
Scry as a repeatable ability bolted onto a creature, sold at the cheapest price the math will bear: one to cast, one to equip, one per activation. Nothing about the pricing is a trick; you are paying a steady drip of mana to filter one card at a time, with no card advantage, no board impact, and a body that has to live long enough to tap. Equipment was the right chassis precisely because it lets a marginal effect persist: the scry stays online even as creatures trade, re-equipping for a single mana onto whatever survives. That durability is the entire pitch, and it is a thin one. The deeper tension is that smoothing-as-an-engine rarely repays the mana sunk into it; a card that draws or affects the board outruns one that merely reorders your next draw, however cheap each individual activation looks. This is repeatable filtering that reads better on paper than it plays, an artifact whose only real demand is mana to burn and nothing more pressing to spend it on. Its narrow upside lives in a build that pays you twice for the activation itself, where each scry trips some other reward and the filtering becomes incidental. Outside that corner, the rate that makes each piece cheap is exactly what keeps the whole thing on the bench.

