A scope is defined by an effect tree, so you basically need one unit to cast an effect on the other. For non-unique units, especially when massed, this isn't really feasible, but thankfully certain unit-creating effects (Create Unit, Launch Missile, Transport/Magazine abilities etc.) have fields you can use to apply an effect to the newly-spawned unit. For your concrete setup this means you must cast whatever creates the mineral field directly from the wreckage.
You specify the target units via the various "Target+" or "Location+" fields on each effect. You can also specify an effect from which to draw these unit references from, but the scope effect must lie in the past of the current effect, hence the above restriction: You can make the Mutalisk weapon's second bounce apply a debuff to the first target, but you can't make the first strike "pre-load" a debuff onto the last target directly.
For the point transfer use a Damage or Modify Unit effect to reduce wreckage HP, and a Modify Unit effect to increase mineral HP/resource count. For point-to-point transfer the chain probably has to be Create Unit(Mineral Field)->"Create Effect": Persistent(Period 0, Period Count higher than any HP number)->Set->Damage/Modify effects. Plus a few validators to check when HP run out, and if using Modify Unit instead of Damage on the wreckage, to handle shield points properly. For your scopes you can probably use Persistent.Caster for the wreckage and Persistent.Target for the mineral field.
To check your chosen scope, make the effect create the Psi Storm persistent e.g. replace the Modify Unit with a Set, then add the Psi Storm to that. Provides a nice blue cloud on whatever is the focus of the scope.