Teferi's Drake
The clearest teaching tool Mirage produced for its marquee keyword. Phasing was the set's experimental mechanic, an attempt to make creatures intermittently untargetable without the protection or hexproof patterns that came later, and a 3/2 flyer for was the rate the design team used to sell players on the idea. The body runs a notch bigger than a vanilla three-drop usually got in that era; the phasing is the tax that pays for it. Every other untap step the Drake winks out of existence, so it cannot be killed, blocked, or targeted while phased, but it also cannot attack or block the turn it leaves, and any Aura attached to it phases out alongside it (returning when the creature phases back in). That involuntary timer is the trade: you get an evasive beater that dodges removal on a rigid clock, in exchange for surrendering half its attack steps to a schedule you do not control. Phasing has aged into one of the game's quietly disliked mechanics for exactly that reason, which is why it has surfaced only rarely since, and almost never on creatures meant to swing in. The Drake captures the early design teams stress-testing a keyword on a deliberately overstatted, common-feeling body, back when Magic was still sorting out which forms of evasion and protection were worth keeping around.
