Frostfist Strider
The stun counter is the quiet innovation here: a tempo tool that doesn't just tap a blocker for a turn but eats the target's next untap step entirely, so a single enters-the-battlefield trigger buys two full turns of one-sided combat math. Blue has always struggled to convert board presence into pressure, since its removal tends to be temporary and its bodies unimpressive; a 4/4 that walks in, freezes an opposing threat cold, and keeps swinging is blue's answer to a problem that Frost Titan and its kin only half-solved. Ward does complementary work: it forces a tax on any attempt to bounce, kill, or steal the Strider before that stun counter has paid off, protecting the tempo swing rather than the body for its own sake. The design logic is that the enters trigger and the ward reinforce each other; you pay five mana for a play that is difficult to unwind at the exact moment it matters most, then get a durable clock on top. What sets it apart from the older blue midrange creatures that try to be both the disruption and the threat is that the stun counter keeps working long after the creature has resolved: the disruption isn't spent on resolution, it lingers on the opposing board while the Strider does the rest.
