Gladecover Scout
An untouchable carrier with nothing else to offer, which is precisely the contract: hexproof stapled to a blank one-mana body sells the card entirely on what you bolt onto it. The creature does nothing alone, so its whole value is the promise that the carrier itself can't be picked off in response. The Voltron math turns brutal once the suit lands. With targeted removal off the table, an opponent facing a fully kitted threat is left with three answers: a board wipe, an edict that forces a sacrifice, or a chump block they hope to survive without trampling. Collapse interaction down to those narrow lanes and the game tilts hard. That is why this enables a feast-or-famine plan: when the dress-up sequence resolves first, the game is functionally decided, and when it stumbles you are holding a worthless 1/1 and a hand of dead enchantments. The Scout's role is to be the earliest legal carrier in that line, fielding the threat a turn ahead of an opponent's setup and daring them to find the answer that still works. It belongs to the family of cheap hexproof bodies that fed the Bogles strategy, prized less for what it does than for what it forbids the other side from doing.


