Air Marshal
The activated ability is a lord effect in disguise: not a static buff, but a mana sink that grants evasion to any Soldier on the board. The crucial detail is that Air Marshal is itself a Soldier, so it can always point the ability at its own 2/1 body, turning a ground stall into three-mana-a-swing reach without needing any support. That self-targeting is what separates it from the run of tribal payoffs that read as blanks in a vacuum; a lone Air Marshal is a repeatable evasive threat, and every additional Soldier just widens the menu of legal targets. The tax is what keeps it fair: three mana per activation is steep enough that it never warps a board, and it caps how often you can push damage through. As a body it is a fine early beater in blue's aggressive lineage of two-drops, with an ability that scales from marginal to a genuine finisher as a wide Soldier board fills out. The honest read is that its ceiling belongs to a dedicated tribe, where the ability becomes a repeatable way to close a stalled game; but unlike most such payoffs, its floor is not zero, because the pilot it flies is always at least itself.
