Clutch of the Undercity
was a card that was recommended to me by a friend many years ago as an additional way to draw your copies of Scapeshift. Since then, of course,
Bring to Light has been printed and has become the staple of many Scapeshift lists. While Bring to Light certainly isn't bad, I would argue that Clutch of The Undercity is a more versatile card because of it's ability to fetch 4 mana spells or be a standalone card.
I cannot describe to you how good this card has been to me. It usually transmutes for a Scapeshift, Cryptic Command, or certain "silver bullet" cards from the sideboard, but the fact that it is a card that actually does something has saved me in many games. Under more than one circumstance was I locked down underneath a Blood Moon without triple blue mana for cryptic, while Scapeshift sat in my hand begging to be cast. In each of those games where my opponent thought I was locked out of the game, I used my Clutch of The Undercity to bounce their Blood Moon at the end of the turn and win with Scapeshift on the following turn. Against control matchups, sometimes you have Scapeshift in hand and just need to stifle their tempo a little, which this card can do, especially when chained with Cryptics.
In many situations, this card is faster than Bring to Light because you can transmute on turn 3 and line up your "silver bullet" cards such as Crumble to Dust or Slaughter Games. Meanwhile, Bring to Light is a pretty narrow card that can only cast spells at sorcery speed. Sure, you are technically spend less mana to cast your Scapeshift with Bring to Light which is argument enough for most people, but I would rather the versatility over that.
Bring to Light's biggest advantage over Clutch is that it can fetch spells below 4 mana such as Anger of the Gods, when you are in tight situations, which Clutch cannot. Of course, I'm not saying that you have to play Clutch of The Undercity in your own Scapeshift list, but it may not be as bad as you may think.