Vedalken Infiltrator
Unblockable creatures live and die by how much damage they carry, and this one solves the problem the way blue rarely gets to: by leaning on artifacts instead of blue's own resources. A 1/3 that connects every turn is a fine chip-damage clock, but the metalcraft bonus is what turns it into a real threat, scaling from an annoyance into a two-power evasive body the moment the artifact count crosses three. That conditional does the balancing work. The base body is deliberately soft (a toughness that survives incidental damage but a power that threatens nothing while your metal count is low), so the aggression is priced against a board you have to assemble first. Metalcraft is a threshold, not a per-artifact tally: once you clear three, extra artifacts do not scale the bonus further, which keeps the creature from running away with a wide affinity board. What the design really wants is to be a delivery mechanism, an evasive body that reliably lands whatever you attach or hang on it: equipment, an aura, a saboteur-style trigger, a poison counter. The unblockable clause guarantees the connection; the artifact theme supplies the reason to be running the equipment in the first place. It rewards a shell that has already committed to the metal rather than justifying that commitment by itself.
