Gravelgill Scoundrel
The evasion here is priced in a currency most unblockable creatures don't touch: your board's attack step. Tapping another untapped creature to push this through isn't free the way flying is free; it costs you a potential attacker or a blocker held in reserve, and the vigilance on the body is a quiet acknowledgment of that math, letting the Scoundrel connect without surrendering its own defensive posture. The tension is deliberate. A wide board makes the ability trivial to fuel but also means you'd rather swing with everyone; a narrow board makes each tapped creature a real sacrifice. What settles the exchange is that the creature you tap only needs to be untapped, not necessarily useful in combat: a summoning-sick body that can't attack yet, a defensive dork you weren't going to send in, a mana creature you're not planning to activate this turn. Any of them becomes a valid key. That reframes the card from a lone evasive threat into a payoff for boards built around cheap creatures whose most valuable job on a given turn is simply existing untapped. The 1/3 frame tells you the rest: this isn't a beater that ends games by itself, but a repeatable pressure valve, a reliable way to land triggers, drop counters, or maintain a slow clock while everything else trades or blocks. It rewards attrition over tempo, an unusual gear for a two-drop built around getting in unblocked.
