Touch of Invisibility
Four mana to make one creature unblockable and replace itself with a fresh card looks generous on paper until you weigh it against what evasion costs elsewhere. The unblockable clause lasts only this turn, and because this is a sorcery, you cast it in your precombat main phase: there is no ambush, no punching through after an opponent has committed blockers, just a clean pre-declaration that one of your creatures will not be stopped this combat. The cantrip is doing the heavy lifting, converting a one-shot evasion grant into a card-neutral play rather than a tempo loss. That math matters most in decks built to land a single decisive hit, whether a pumped-up threat or a creature carrying a combat-damage trigger worth connecting for. The problem is the rate. Sorcery speed pins you to your own turn and strips any flexibility, and four mana for "one creature gets through once, draw a card" was a soft deal even in an era when card advantage was priced higher than it is now. Function follows the cantrip first and the enabler second: a way to keep your hand full while nudging a finisher into the red zone, not a piece of evasion you can lean on across a game. It wants a specific payoff waiting on the other end to justify the cost, and absent that payoff it is a slow, expensive way to draw a card.
