Air Nomad Legacy
Two mana buys two distinct things here, and neither leans on the other: an immediate Clue token that stashes a card draw for when a two-drop enchantment would otherwise sit dead, and a static anthem that lifts every flying creature you control. That split is the whole design logic. Flying-tribal anthems are a familiar white-blue idea, but the color pair has always struggled to spend its early turns doing anything while it waits for evasive bodies to matter; the Clue is the answer to that dead spot, giving the card a payoff on an empty board and a card-advantage floor if the anthem never scales. The +1/+1 is unconditional and permanent, so it compounds cleanly with go-wide flyers rather than asking for a specific keyword or trigger, and unlike an anthem stapled to a creature, an enchantment survives sweepers that would clear the board it is meant to buff. The result is a low-cost enabler that reads as filler until you notice it is doing an aggressive job (pushing damage through the air) and a grindy one (banking a card) in the same slot, which is exactly the tension white-blue flyers decks want to resolve on turn two.
