Neurok Commando
The combination here is sharper than the body suggests: shroud and a draw-on-connect trigger fix the two problems a small attacker built for card advantage usually trades against each other. The threat in any "deal damage, draw a card" creature is never the body; it is that the body is fragile, and the opponent simply kills it in response to the attack or before it gets through. Shroud closes that hole from one direction by walling off targeted removal entirely, so the only honest answers left are combat blocks, mass sweepers, and edicts. The cost is symmetry: shroud means you cannot pump it, equip it, or protect it with your own targeted tricks, so it has to do its work as printed. That tension defines the card. It is a self-sufficient engine that asks for nothing and accepts nothing, leaning on its controller to clear a path through blockers rather than to buff the attacker. The 2/1 frame is the giveaway that this is built to slip past defenders with outside help and not to grow into a finisher; a single point of damage that lands is a card, and that is the whole transaction. In the lineage of cheap blue rogues that reward connecting, it sits at the disciplined end: no evasion of its own, no upside beyond the trigger, but no vulnerability to the removal that usually preys on creatures this slight.
