Goblin Battle Jester
The unusual thing here is where the evasion sits: not on the body, but on every red spell you cast around it. The trigger fires the moment a red spell goes on the stack, before it resolves, and points at a single creature that can't block for the turn. That cadence matters more than it looks. A burn spell, a combat trick, even a counterspell-bait one-drop all do double duty: each cast peels one defender off the board on its way to whatever else it was already doing. The design tension is that the trigger wants you to chain cheap red cards, but a 2/2 doesn't scale with that investment. The setup escalates while the payoff stays flat: you can clear a wall of blockers, but the thing walking through is still a 2/2, and the spells that did the clearing usually wanted their own targets anyway. So it leans on a board it doesn't help you build, a goblin meant to be the lane-opener for a wider red offense rather than the threat itself. Note the blocker, not the attacker, is what's restricted: this clears a path for your team broadly, not just for the Jester, which is the one place its narrow stats stop mattering. A common-rarity enabler whose value is entirely contingent on the density of red spells surrounding it.
