Goblin Sappers
A pure cost-curve experiment in unblockability, priced so steeply it reads like a cautionary tale about why the mechanic is hard to balance. The cheap mode destroys both the creature it pushes through and the Sappers itself at end of combat: a one-time delivery system that consumes its own pilot for a single unblocked hit. The expensive mode keeps the Sappers alive to deliver again, but the attacker still dies at end of combat, and the privilege costs four red mana plus the tap, an enormous tariff in this color for making one creature evasive for a single turn. Both modes share the same brutal logic: unblockability is so strong that early design fenced it behind a destroy clause, color-saturated activation costs, and a body too fragile to survive the act. The friction is the point. Where later cards would hand out menace or trample as a printed keyword, this leans on a Goblin willing to immolate the very creature it smuggles through, which is a flavor read as much as a mechanical one. It explains, by counterexample, why evasion eventually settled into static keywords rather than these knotted activated abilities: the rate never made sense, and the destroy clauses were the designers conceding that a repeatable unblockable enabler at this cost, without a body count attached, would have been a problem.
