Lurker
The protection here runs backwards from every instinct the game trains. Most evasion or untargetability rewards you for attacking; this taxes you the instant you swing. As long as the creature never attacks or blocks, no spell can touch it: no burn, no edict-dodging single-target removal, no targeted bounce. To kill it cleanly you either wait for it to enter combat or reach for an effect that does not target at all (a sweeper, a sacrifice clause, an "each player" drain). For a 2/3 body that costs , the protection is real but the leash is short, because a defensive creature that never enters combat is doing very little to win the game. That tension (it is safest when it is least useful, and useful only when it is exposed) is the entire design statement, and it reads as a deliberate puzzle rather than a pushed rate. The mechanic predates the cleaner shroud and hexproof keywords by years, and it shows the era's appetite for one-off, fiddly ability text written out in full before the templating language existed to compress it.
