Metathran Transport
Color-changing as evasion rarely gets stated as plainly as it is here. The static rule that this Metathran can't be blocked by blue creatures is the inherited tribal package; the repeatable ability is what turns the card into a self-contained engine. The two abilities work in tandem rather than overlapping: the static line handles blue blockers for free, and the
ability extends the same protection against everything else, but only if you read combat correctly. Evasion is checked when blockers are declared, so the line is to repaint a non-blue would-be blocker before the declare-blockers step, switching off its ability to stop this Metathran while the static restriction is live. Paint it after it has already blocked and you have done nothing; the creature is locked into combat. That timing discipline is the part most players fumble. It is a mono-blue card whose whole function is to weaponize blueness, which gives it a reflexive quality most evasion creatures lack. The 1/3 frame is the tell about its real job: this was built to grind through a blue-saturated air war where the contest between fliers was decided by which side could pre-emptively neutralize the other's blockers, not to race anyone down. Every untapped Island converts into a temporary repaint, either clearing a path for this attacker or recoloring a creature to switch off some other blue-hating effect. Its tools are so pointed that against a board with no creatures to repaint and no blue to dodge, it is a 1/3 flier for three. It wants the format to give it something to argue with.
