Phantom Ninja
The Illusion type has spent most of its history attached to a drawback: a body that dies the moment it's targeted, or a creature that trades its life for a spell dodged. This one strips all of that away and keeps only the unblockable clause, which is precisely what a Ninja wants. Ninjutsu asks for an attacker that connects unopposed so it can be swapped for something meaner, and a 2/2 that can't be blocked is the cleanest possible enabler, guaranteed to slip through and hand off to the Ninja waiting in hand. That makes the card less a creature you cast to win with and more a delivery mechanism, a reusable key that opens the combat step. The tribal double-billing is doing real work rather than decorating a filler common: Illusion for the pieces that care about the type, Ninja for the ninjutsu shell itself, so the same body reads as two different tools depending on which engine you've built around it. What it lacks in size it repays in reliability, and reliability is what an evasive enabler exists to sell. You are not paying for damage; you are paying for the certainty that the trigger you built around actually fires.


