Midnight Pathlighter
Two functions welded into one 2/3 body: an evasion enabler and a dungeon-progression engine, and the joint is the whole point. "Can't be blocked except by legendary creatures" reads like near-total evasion, since most boards field few legendary bodies capable of standing in front of an attacker, but the exception does real work. Because the venture trigger keys on combat damage to a player rather than firing per creature, even a wide unblockable team advances only one room per damaged player each combat. That paces the dungeon crawl deliberately: the design is not built to burst through the dungeon in a single alpha strike, it wants to touch the opponent turn after turn and bank one room per connect. The evasion is a delivery mechanism, not a payoff on its own. What the second line rewards is quantity of connects over quality of any single hit, which nudges deckbuilding toward small, expendable bodies whose only job is to land damage and walk the crawl deeper. As a Human Wizard, it draws on the older Azorius tradition of making combat unanswerable, but bends that tradition toward attrition rather than tempo: the legendary-blocker clause keeps a single well-placed legend able to trip up your best threat, so the plan leans on redundancy rather than one unstoppable finisher. The ambition is narrower than "unblockable engine" suggests, and cleaner for it.

