Inkfathom Infiltrator
Unblockable is cheap to print and cheaper to play around; what earns this body its slot is the hybrid cost that lets it run in either a blue shell or a black one without obligating the deck to both. A pure evasion engine asks one question over and over: how much damage, or how much trigger, can you reliably push through. The 2/1 frame answers it plainly, swinging for two every turn and surrendering the ability to block in exchange for a guarantee that it gets there. The "can't block" clause is the honest price of "can't be blocked": a creature that only ever points forward, useless on defense, never a two-power wall parked on a stalled board. That one-way evasion is the real value, less for the two damage than for what it carries. Anything that triggers on combat damage to a player (a saboteur effect, a ninjutsu enabler, an aura or equipment that wants a guaranteed connection) gets a body that lands without ceremony and without a removal-bait keyword the opponent can answer in combat. The toughness of one is the catch: it dies to any incidental damage or removal, so the evasion holds only as long as the creature survives to attack. Built as a Merfolk Rogue, it reads as a tribal-aggro evasion piece, but the hybrid cost and the no-strings unblockable shape have always pointed it toward connect-on-demand carrier duty rather than a beater in its own right.

