Veteran Ice Climber
The mill trigger fires on attack, not on connection, and that timing choice is the entire engine. Because the ability resolves the moment this creature is declared as an attacker, the unblockable clause is not there to guarantee the mill: the mill is already locked in no matter what the defender does. What the evasion buys instead is a body that gets in for its power every turn without ever trading, so the same swing that empties a library also chips away at the opponent's life total. The 1/3 is the calculus behind that: a toughness that survives most early skirmishes and a power the mill scales off, kept low so a repeatable, uncontested clock stays honest at one card per attack. Vigilance completes the loop, letting the attacker keep swinging while still standing as a blocker against ground threats. The flexibility lives in the "up to one target player" clause, which turns a mandatory grind into an optional one: point it at a mill target, or point it nowhere on turns when feeding an opponent's graveyard would cost more than it gains. That optionality matters in a color where filling a graveyard is often the plan and emptying one is often the win. This is a support piece for the incremental, no-combat-math version of a mill deck: a one-power evasive attacker whose job is to make an inevitable plan tick forward, one guaranteed card at a time, so long as the deck around it buys enough turns to finish.
