Sneaking Guide
The power restriction is the design gate: this only unlocks creatures with power 2 or less, exactly the band of tokens, one-drops, and mana-neutral aggressors a go-wide board wants to push through, never a genuine finisher. Most unblockable enablers are one-shot spells or aim at a single large threat; here the effect lives on a repeatable tap ability, so across a long game it can shepherd a different small creature through the red zone every turn for two mana. That cadence is the point. On a stalled ground where the opponent holds bigger blockers, it becomes a slow bleed, and it dovetails with anything that cares about combat damage landing rather than how much: counter accumulation, triggered abilities on hit, a poison plan where body size beside the point is the whole plan. The 1/1 Goblin Rogue body contributes little in combat and asks nothing to be built around; the tap ability carries the card. It deals no damage of its own; what it does is decide which of your small attackers the opponent is not allowed to answer with a blocker, and that choice, made turn after turn, extends what a fragile Goblin normally gets to do far past its stat line.
