Phantom Steed
The blink half is the familiar frame: flash it down, exile one of your own creatures, and hold the departing card in a pocket until the Steed leaves. The strange part is the attack trigger, which turns that exiled card into recurring, disposable ammunition. Every swing stamps out a tapped-and-attacking copy of whatever it has locked away, then sacrifices that copy at end of combat. You are renting a second attacker each turn, and you choose the tenant: exile your biggest bomb and the Steed conjures a fresh clone into the red zone each combat, carrying the original's evasion, its arrival trigger, and any combat-damage payoff. What it does not carry is the original's own attack triggers, because a token created already attacking never passes through the declare-attackers step: anything keyed on "whenever it attacks" simply never gets the chance to fire. That window is the quiet cost of the whole engine. Because the token is a copy rather than the exiled creature itself moving, the real card sits safely off the battlefield, immune to board wipes and targeted removal, while its clone does the dangerous work and dies before an opponent can answer it profitably. The Illusion type stapled onto every token is the small tell tying this to blue's phantom-army tradition: the copies are never meant to survive, only to land a hit. It reads like a blink card and plays like a repeatable, self-sacrificing sneak attack built from a creature you already own.

