Sakashima the Impostor
Most clone effects are honest about being copies: they wear the original's name, and your opponent watches a second copy of their own bomb sit across the table. This one refuses that bargain. The copy keeps its own identity, retaining the name Sakashima the Impostor, which means it can stand alongside the creature it imitates rather than vanishing as a transparent duplicate. That single carve-out is what turns a vanilla clone into a build-around. Because the copy stays legendary under its own name, you can have two of the same legend in play (a real one and a Sakashima wearing its face) without the legend rule sweeping one away, an interaction generations of players have exploited to double up on a commander's enters-the-battlefield trigger or activated ability. The bounce ability is the counterweight: it returns the copy to hand once the turn winds down, re-aiming it at whatever the board now offers, but it taxes you four mana to do so, so reusing the copy is a deliberate investment rather than free flexibility. The vanilla 3/1 body is the floor you fall back to only when there is nothing worth imitating; the whole point is that you almost never enter as that 3/1, because the value lives in whatever stat line and abilities you choose to borrow. This is a card built at the seam where color-pie clone effects meet the legend rule, bending a restriction most blue creatures simply ignore.


