Duskmantle Operative
The evasion here is conditional in a way that reads backwards from most menace-style abilities: it doesn't slip past small blockers, it slips past big ones. The heaviest creatures on defense (the 4/4 wall, the 5/5 fatty parked in front of your team) simply cannot stop this Rogue, while a lone 2/2 or 1/1 chump can. That inverts the usual defensive math. Against control and midrange piles stacked with beefy blockers, a 2/2 that ignores them all becomes a reliable clock and a dependable carrier for equipment, auras, or combat triggers; against a swarm of small tokens, the same body gets gummed up like anything else. It rewards attacking into decks that go tall rather than wide, which is a narrower and more interesting slot than plain unblockable-ness would fill. The catch is that the opponent controls the variable: a defender who wants this creature stopped only has to keep a small blocker back, so the ability is at its best precisely when the board is at its most threatening for you. That makes it less a guaranteed damage engine than a pressure valve for the exact game states where evasion matters most, when the ground has clogged with expensive creatures and someone needs to sneak damage through the front line.
