Underworld Charger
Escape asks you to price a creature twice: once for the body, once for the resurrection, and here the front-end deal is deliberately thin. A 3/3 that can't block is aggression with no defensive value, a horse that only runs forward, and at that rate it is the kind of body you cash in and forget. The escape cost is where the real bargain lives. Exiling three other cards from the graveyard is a steep tax on a strategy that wants its yard full, so bringing the Charger back is a choice about attrition: you spend graveyard resources to buy a body that returns one size larger, wearing two counters. The "can't block" clause never lifts, so no amount of recursion turns it into a wall; every version of this card is committed to the attack step. That is the tension the design resolves. A recurring threat that could also hold the ground would grind forever as a value engine; by nailing the creature to offense and taxing each return, the escape cost stops it from becoming an infinite chump-and-return machine and forces it to earn every trip back by pressuring life totals. The Nightmare Horse is a specialist in one job, and both halves of the card are built to keep it doing that job and only that job.
