Wormfang Manta
The skip-your-turn drawback reads as a closed economic loop: the turn you forfeit on arrival is one you bank against the turn you reclaim on departure. That accounting is the entire design conceit, and it dares you to break the symmetry. The leave-the-battlefield trigger hands back an extra turn no matter how the body departs, while the skip is locked to entry, so the asymmetry the card invites is one of exits, not entries. Sacrifice it or trade it in combat after the skipped turn has passed and you cash out the extra turn while having paid the skip only the once, on the way in. Reanimation does not get the discount: putting it back onto the battlefield re-fires the enters trigger and charges the skip again, so a reanimator value-line that loops the Manta is paying the toll every cycle, not dodging it. Blinking it is the same trap: flicker re-enters the creature, re-fires the skip, and washes the two halves back to even. The 6/1 frame is the tell that nobody intended a fair beatdown read; a one-toughness evasive body that wants to die is built to be a temporary holding pattern for a turn you have already prepaid. Even at face value the math nets out, skip one and take one later, which makes the Manta less a threat than a deferred resource you manipulate by controlling how it leaves. That tension, a cost fixed on entry against a reward fired by any clean single exit, is why it kept living in sacrifice shells long after its Nightmare-themed era faded.
