Blade-Blizzard Kitsune
Ninjutsu and double strike are a pairing the mechanic almost demands, and this is the clean expression of it. The trick with ninjutsu has always been converting an unblocked poke into a real threat: you swing with something small and evasive, the opponent declines to block it (or has nothing that can), and then you swap it out at instant speed for a body already tapped and attacking, after blocks are locked in. Double strike is the payload that makes the swap sting. A fresh attacker arriving post-blocks is unblocked by definition the turn it lands, and dealing its combat damage twice turns that free hit into a genuine clock. The design does the arithmetic honestly. A 2/2 for three mana is deliberately underwhelming on its own, because the card is not meant to be cast on curve; it is meant to be held in hand behind an unblocked one-drop and bounced in during the combat step, once the defending player has already committed or withheld their blocks. That timing window is the whole engine: return the unblocked attacker, put this in tapped and swinging, let the double strike do the rest. It rewards a board built for the ninjutsu handoff rather than a board built to race, and it asks you to sit on the card rather than deploy it forward, which is exactly the tension ninjutsu was written to create.

