Enter the Enigma
Unblockable-plus-cantrip has a long design lineage, and the interesting variable is always the price of the draw. Older versions asked you to pay a premium for the card advantage: some let you draw only when the creature connected, some cost more mana up front, some replaced themselves conditionally. This one strips that friction to the bone: one mana, guaranteed evasion, and a replacement card that never fails to arrive, all at sorcery speed. The tension it resolves is the one that has dogged every combat-enabler that also cantrips: how do you make a spell that clears a blocker feel like a real turn rather than a wasted one? By promising the draw unconditionally, it lets a deck run evasion tricks without ever risking a dead card, which is exactly what a combo or voltron shell wants from its enabler slot. The sorcery-speed clause is the deliberate limit, and it changes the card's job entirely: because it can only fire on your own turn, it cannot ambush a declared block or push damage through at instant speed, so it reads as a proactive setup tool for a turn you already intend to attack rather than a reactive trick. That constraint is what makes it a planning piece instead of a combat surprise: you play it, you swing, you draw, and nobody at the table gets to be caught off guard by it.
