Runed Arch
A one-shot evasion engine built on the premise that small creatures are the ones worth pushing through. The design stacks three frictions on top of each other, and they all point the same way: the artifact enters tapped, so it cannot fire the turn it lands; the ability costs a sacrifice, so it is a single payment rather than a repeatable threat; and the unblockable clause only touches creatures with power 2 or less, which fences the effect off from the fatties that would end a game in one swing. That leaves a mana-scaling alpha-strike enabler for go-wide boards of cheap bodies. Pay X, point it at X of your two-power-or-less attackers, and the whole team slips past the block step. The X-targeting is the part that ages well: the effect does not shrink as the board widens, it grows, the inverse of most evasion granters that fix their value at a single creature. There is no timing restriction on the activation, which matters less than it looks: to do anything, you have to fire it any time before blockers are chosen, since granting "can't be blocked" after blocks come too late to matter. The real upside of instant speed is bluffing room, holding the mana open so the opponent has to respect the swing. It belongs to the older school of artifact design where an effect was allowed to be slow and self-consuming because its ceiling, on the right board, was a finishing blow.
