Doorman
The tap ability reads like a menace variant engineered from the wrong end. Instead of demanding a double-block, it strips away the specific defenders that gum up a ground stall: the small chump blockers with power 2 or less, and the Walls parked in front of something bigger to hold the line. What it does not touch matters just as much: any creature with 3 or more power that isn't a Wall can still throw itself in the way, so this is a scalpel for the low-power crowd, not a blanket unblockable grant. What survives is a curated evasion window, one turn, one target, granted off an untapped body. Because the ability activates at instant speed, you can leave the body up as a threat, size up the opponent's defensive line, and only then pick the attacker that most needs a lane before declaring attackers. It is a repeatable tempo lever bolted to a modest 2/3 frame, and the effect scales with clutter: the more a game bogs into a thicket of expendable one- and two-power blockers and Walls, the more precisely this carves a path through them. The flavor of a doorman deciding who does and does not get past the low-power crowd is doing more work than the rate suggests. The ability is narrow by design, but the class of card it ignores is exactly the class built to trade down against attackers, which makes the narrowness a targeting decision rather than a weakness.
