Somnophore
An evasive 2/2 that converts each combat connection into a creeping lockdown: every successful swing taps one of the defender's creatures and keeps it tapped for as long as this Illusion stays in play. The effect compounds. A handful of unblocked hits can freeze a defender's best creatures one at a time, pinning them out of the untap step indefinitely while the flier keeps coming. Flying is what makes the lock self-sufficient: it needs no help getting through, and each connection pays twice, two damage plus one creature stripped from rotation. The structural pressure valve is the clause "for as long as this creature remains on the battlefield." That phrase does double duty: it makes the lock feel oppressive while the Illusion lives, and it hands the opponent a clean out. Kill the 2/2 and every frozen creature wakes on its next untap, the whole apparatus undone by a single removal spell. That tension between a permanent-feeling lock and a fragile carrier is why it reads stronger than it plays; you are racing to land enough hits to matter before the body dies. It represents an early experiment in a blue idea that turns combat damage into ongoing control rather than tempo, where an unblocked attack buys board state instead of just chipping a life total.
