Gray Harbor Merfolk
An unblockable body that only bites if you've built the right seat: control a commander that is a creature or planeswalker, and this 0/3 becomes a 2/3 evasive threat that's hard to stop from connecting. The default statline is deliberately inert, a wall that trades combat presence for a guaranteed carrier for whatever you want to strap onto it. The +2/+0 rider is the design's entire hinge: it rewards the specific deckbuilding assumption that you'll always have a legend on the battlefield, and in the games where that assumption holds, the card pays every combat step. Where it doesn't (a noncreature, nonplaneswalker commander, or a commander stuck in the command zone), you're left with an unblockable zero-power attacker whose only job is to wear equipment or an aura. That split personality is the interesting part: this is a Merfolk built not around the tribe or around tempo, but around the assumption that you control a creature or planeswalker commander, and it quietly punishes any deck that can't guarantee it.
