Saltskitter
A blink-on-a-clock that you do not control. Most flicker effects in white sit on the caster's terms: a spell, an activated ability, a triggered window the player chooses to open. Here the trigger is yanked away from intent entirely. Any other creature entering the battlefield, yours or an opponent's, a token swarm or a single midrange threat, sends this 3/4 Wurm to exile, and it does not return until the next end step. As an attacker it is unreliable, because casting your own creatures pre-combat blinks it out before the attack step; on defense it fares no better, since the opponent flooding their own turn with creatures keeps it exiled when you most want a blocker. On a busy board it spends more time gone than present. The interesting wrinkle is what that constant exile-and-return actually is: a repeatable, opponent-agnostic blink the controller can weaponize. It carries no enters-the-battlefield trigger itself, but every return is a fresh entry that other cards can read, the kind that feeds a Soul Warden, resets a creature's auras or counters, or pings any effect watching for things to leave and re-enter. It reads as a drawback creature, and as a beater it is one, but the loop is a free engine waiting for something to pair with. The design belongs to an experimental era fond of handing out powerful keywords with built-in liabilities, and this inverts the usual flicker bargain: the cost is that you cannot stop it, and the payoff is that you never have to ask.
