Coral Commando
A vanilla creature is the barest thing a designer can print, and the interesting part here is the color that got one. A 3/2 for sits a hair above the plain-vanilla convention for the slot, an unremarkable stat line by itself; what raises an eyebrow is that blue is the one handing out a clean, no-strings attacker. Blue historically pays for its card advantage and evasion by conceding the ground game, so a color that gets an above-curve beater with no tempo rider attached is quietly borrowing against its own slice of the color pie. That trade is deliberate. This exists to give a Merfolk deck a warm body, in a tribe that wants creatures on the board as much as it wants triggers, without spending the design budget on yet another bounce spell or scry effect stapled to a body. It fills a curve slot and pressures a life total, and that plainness is the whole intent: a filler common built so the tribal shells around it have a reliable turn-three attacker rather than one more do-nothing utility creature. The Warrior type is there to catch a second layer of tribal payoffs, but the flavor is incidental to the job. It is honest fodder, printed to a spec, and the spec was "give blue a creature that hits for three and asks for nothing back."
