Blinking Spirit
Point removal at this 2/2 and it goes home for free, paying neither mana nor a tap to escape: an open invitation to evaporate whatever the opponent committed. That zero-cost bounce is the entire design decision, because self-bounce is almost always gated behind a mana fee or a tap requirement, and stripping both turns a forgettable body into removal insurance that never runs dry. A kill spell, an Aura, a steal effect, an edict that singles it out: send the Spirit back to hand and the opponent's investment goes with it, while you spend nothing. The same logic means the creature is hard to pin down, since most enchantments or effects that resolve on it can be answered by the identical free escape; it stays on the battlefield only so long as nobody bothers to threaten it. The cost is yours alone to carry: bouncing concedes the board, and redeploying means re-paying the full four mana again, turn after turn. That trade is the card's whole strategic axis. Think of it less as a threat than as a stubborn permission slip, a creature that refuses to die on anyone else's terms while quietly asking whether you can keep affording to recast it.








