Ninja of the New Moon
The ninjutsu cost is the whole trick: pay , bounce a connecting attacker, and a 6/3 slams down tapped and already in the red zone, converting one uncontested point of evasion into six unblocked damage. That conversion is the point of the ability's design. Ninjutsu was built to reward the swap: you send in something small and hard to block, the defending player either takes a chip of damage or declines to block it, and then the ninja materializes past the combat math the blocker was set up to handle. Most ninjas that do this are cheap, fragile bodies trading on evasion of their own. This one inverts the pattern by hiding the largest payoff behind the swap: the body that arrives is the beater, not the enabler. The 6/3 is the reason to run it, and the three toughness is the tax on that size: it comes down tapped, so it cannot block on the crackback, and it folds to almost any burn spell or removal aimed at it on the following turn. The ninjutsu route also dodges the sorcery-speed problem of hardcasting a five-mana threat. Because the ability resolves during your own declare-blockers step, the creature never sits on the stack where it could be countered as a spell. It can still be answered: instant-speed removal after it resolves but before combat damage. What it dodges is the counterspell, not the removal spell.
