Reckless Imp
Dash and "can't block" pull in the same direction: this is a creature built to attack and nothing else. The flying gets it over ground defenders, the dash cost lets it enter with haste for a two-mana strike, and the blocking restriction simply confirms it was never going to hold a line. The body is small enough that paying full price for a permanent 2/2 flier rarely pays off; the value lives in the recurring jab, a creature you cast like a burn spell and replay each turn for repeated chip damage. That loop is why the can't-block clause costs nothing here. A defensive flier wants to trade in the air; this one only ever points at a face, so surrendering the block takes nothing off the table while keeping the rate in check. The dash return is a beginning-of-end-step trigger, though, not a shield: if it dashes in and the opponent has instant-speed removal, the Imp dies on the spot and never bounces back, so each attack is a small wager rather than a guaranteed reset. It sits in the family of dash bodies made for tempo aggression, where the question is not what the creature does standing still but how many times you can send it in and profitably pull it back.

