Mardu Scout
Dash exists to fix a structural problem with hasty beaters: a 3/1 for two that just sits there is a liability, an invitation to spend a removal spell on, but a 3/1 that swings once and returns home at end of turn is a recurring threat you reload turn after turn. This is the cleanest distillation of that idea. The single toughness is what makes the choice live: a 3/1 dies to almost everything, so attacking and leaving is not a marginal upgrade but the reason to run the card at all. Cast it for its full cost and you get a fragile body that holds the ground, trades, or hopes nobody points a removal spell at it; dash it and you get three damage now, with the body bouncing back to hand at the beginning of the next end step. That return is not a shield against instant-speed answers or blockers: while the goblin is on the battlefield it can still be killed, chumped, or gummed up in combat, and it is very much alive during your opponent's window to respond. What dash dodges is the slower stuff. A creature that goes back to hand each end step slips out from under sorcery-speed removal and end-of-turn sweepers, chips at planeswalkers, and never sits around long enough to become a two-for-one. The recurring mana you spend to redeploy is the toll for a threat that refuses to stay put, and that refusal is what the card is built around.
