Brotherhood Spy
The evasion clause reads as a combat trigger but functions as a tribal-payoff gate, and that distinction shapes everything about how this two-drop wants to be built. A 1/3 that threatens nothing on an empty board becomes an unblockable 2/3 at the beginning of combat whenever you control a legendary Assassin, converting it from a defensive speed bump into a repeatable connect trigger for whatever wants face damage: equipment carriers, on-damage payoffs, a commander that cares about combat. What separates this from a standard lord effect is the ask. It keys off any legendary Assassin rather than a critical mass of the creature type, a narrower condition that most anthem-style cards never impose. The check happens at the beginning of combat, so the bonus and the unblockability lock in before attackers are declared; because the boost lasts until end of turn, the attack survives even if the legendary Assassin dies later in the phase. What you cannot do is manufacture the condition after the check has resolved: no legendary Assassin at the start of combat leaves you with a plain three-toughness blocker. That 1/3 frame signals a card built for the back half of a board rather than the front. It absorbs the early trades a two-drop usually makes and stays live once the deck comes online, working less as a beater than as a guaranteed pipeline for whatever it happens to be carrying when the gate opens.
