Plasma Jockey
A 3/1 that unlocks evasion for the whole team is a strange piece of geometry, and this card leans all the way into it. The attack trigger makes one of your opponent's creatures unable to block for the turn, which clears a path for every attacker you commit, the Jockey included, and turns the body into a lever for a wider board rather than a threat that has to carry itself. Pair that with the fragility of a 3/1 and you get a creature built to be spent, not defended. Blitz is what resolves the tension: casting it cheap gives it haste to swing the turn it lands, converts its scheduled sacrifice into a drawn card, and reframes it as a one-turn enabler rather than a permanent you keep. You get a single attack step where a blocker vanishes and your alpha strike goes wider, then you draw and move on. That is the design telling you honestly what it is: a temporary can't-block effect stapled to a body you were always going to lose. The mode where you pay full price and hold it exists, but the math argues for the fast version almost every time, since a 3/1 that survives to your next turn is not worth protecting the way the expensive line wants it to be.
