Masked Blackguard
Flash is what turns this from an ordinary two-drop into a combat instrument. The mana sink built into it (a repeatable pump for three mana each activation) is deliberately expensive: it exists to give the card something to do once the opening curve is spent, not to threaten a real clock. Held up with mana open, it ambushes an attacker, then grows to trade up or survive the swing back. The 2/1 body is fragile enough that the first pump matters most, and a sorcery-speed deployment would waste the ambush entirely; the ability to hold it as a bluff, cast it at end of step, or drop it as a surprise blocker is the entire point. This is a plainly built version of a familiar black idea: an aggressive Rogue that doubles as an interactive piece when the board stalls. Nothing here breaks new ground, but the two abilities are tuned to reinforce each other rather than sit stapled together. The flash keeps it relevant on the opponent's turn, and the pump keeps it relevant after the aggro plan has stalled, which is more purpose than most two-mana filler creatures ever get.


