Dream Fighter
One of phasing's purest gimmicks, built to show off the mechanic Mirage was introducing rather than to win games. Phasing was that set's marquee keyword, normally a static property that blinked a permanent in and out on its own untap cycle; here it gets weaponized as a combat trigger. The body is a 1/1, so on its own it dies to nearly anything in the red zone, but the moment it touches another creature in combat both vanish, treated as though they don't exist until their controllers' next untap steps. That makes it a temporary removal valve stapled to combat: block the biggest thing on the table and it sits out a full turn cycle, no damage dealt, no creature lost on either side. Closer in spirit to a Maze of Ith that takes the blocker along with it than to a piece of permanent removal: nothing dies, the threat just disappears for a turn. The asymmetry is in the timing. You choose when to throw the soldier into a block or an attack, so you decide which threat takes the temporary exit, and a phased-out creature can't be targeted, sacrificed, or chump-blocked with while it's gone. It is a tempo tool wearing the frame of a small Human Soldier, and a tidy demonstration of design intent: bolt a keyword built for one job onto the right trigger and combat itself becomes the exile button.
