Storm Fleet Sprinter
An unblockable 2/2 with haste is a clock you can set your watch by: two damage the turn it lands, two every turn after, until someone finds an answer that isn't a blocker. That makes it a different kind of threat from the usual evasive beater. Flyers get ambushed by a flash blocker or chumped by a token; reach and other flyers contest the air. A creature that simply can't be blocked sidesteps the whole combat negotiation, which is why this design tends to live in decks not racing for damage so much as connecting for a specific reason: a combat trick, an aura that turns two power into lethal, a saboteur trigger that only cares about hitting a player. The small body is what pays for the guarantee. Two toughness folds to almost any burn spell or point of removal, so the pressure is to spend it before the opponent untaps with mana up, leaning on haste to shorten the gap between cast and connect. Where shroud-granters and trample-by-decree effects bend the combat math in your favor, this one deletes the math entirely: there is nothing to calculate because there is no blocking step to negotiate. The relevant question isn't "can I get through?" but "what do I want to be carrying when I do?"
