Darksteel Colossus
Indestructibility handles the easy half: nothing that says "destroy" matters, and combat math never tips against an 11/11 trampler. The radical half is the shuffle clause, a replacement effect that intercepts the card before it ever touches the graveyard. That single line closes the back doors that usually answer a haymaker: it cannot be milled into the bin, cannot be reanimated out of one, and cannot be looped by a sacrifice-and-recur engine, because it never arrives in the yard to be operated on. The clean answers are the ones that route around all of it: bounce to hand, tuck to library, or exile outright (Swords to Plowshares removes it without the graveyard ever entering the picture). And because it tramples, sandbagging chump blockers does not even buy you the turn; the excess always crashes through. As a body, the eleven-mana price tag reads as a deterrent rather than a plan; this was built to be cheated in, the apex target for Sneak Attack and Tinker, lines that sidestep the printed cost entirely and care only about speed. The shuffle template later passed to Blightsteel Colossus, which welded the same un-killable, un-recurrable chassis to infect and turned a value finisher into a single-hit kill. What it represents is less a creature than a permanence problem: a threat that, once resolved, refuses to leave the game on its own, leaving the defender to manage it rather than remove it.




