Walking Dream
A 3/3 evasive body for four mana that wants you to be the beatdown, with a tax written directly into its untap step: the moment an opponent fields a second creature, this stops standing back up. The design is a deliberate inversion of the usual unblockable-attacker template. Most evasive threats are at their best racing a developed board; this one punishes you for letting the opponent develop at all. It hits hardest in the empty-board windows of an aggressive curve and turns into a 3/3 paperweight against any deck that goes wide, which is exactly when you most want a clock. That tension is the whole card. The "doesn't untap" clause is genuinely punishing, not a soft tap-down: a creature that fails to untap stays tapped, so once the opponent stabilizes with two bodies it can neither attack nor block. It does not even pull double duty on defense; it simply sits there, useless until the board thins back out. As a piece of late-1990s creature design it reads as an experiment in conditional reliability: take a clean unblockable beater and attach a drawback that scales with the game state instead of a flat cost, so the card is excellent when you are ahead and dead weight when you are behind. The Illusion type and the dreaming flavor fit the effect, a thing that fades the instant the world around it gets too crowded to ignore.
