Deeptread Merrow
Evasion-on-demand, sold by the mana rather than baked into the body. Where most unblockable creatures carry the trait permanently and charge for it up front, this one keeps the ability dormant until you pay the activation, and only against decks that actually run Islands. That conditionality is the whole bargain: the islandwalk does nothing against a creatureless red deck or a green-white board, but against any opponent leaning on Islands, a two-power body becomes a repeatable, untaxed source of two damage. The repeatable activation matters more than it looks. Unlike a one-shot pump or a creature with stapled-on evasion, you hold the blue mana up across turns and spend it only on the attacks that need to connect, banking the cost on the turns the body would get through anyway. The practical answer is therefore point removal, since the evasion lives on the body rather than on a spell that can be countered or stripped; an opponent who controls no Islands also defangs it for free, no interaction required. It is a deliberately narrow piece of a Merfolk toolbox, the kind of role-player whose ceiling rides entirely on the manabases across the table. A small, honest design that asks you to read your opponent's lands before spending the blue.
