Angelic Skirmisher
The clever piece here is that the ability triggers at the beginning of each combat, not just yours: a single copy hands out a keyword on every opponent's turn too, so the grant is a board-wide lever you reset each combat. On your attack step you pick lifelink to drain back the damage you push through, or first strike if you expect blocks to trade. On an opponent's swing first strike turns your blockers into ambushers that kill attackers before damage, while your team survives clean. The choice is exclusive by design: you read the board and commit to one ability per combat rather than stacking all three, which is what keeps the grant from snowballing into an unkillable wall. Most anthem-style angels broadcast a static buff and let you build around it; this one asks for a fresh appraisal of the board at the top of every combat. The keyword pool is narrow on purpose: no trample, no menace, nothing that would let a single oversized creature run away with the game. These are three abilities whose payoff scales with the number of creatures already in play rather than with any one of them. The 4/4 flying body is just the delivery vehicle (it can hand itself vigilance during combat to keep attacking and blocking, but it carries none of the three keywords natively). The recurring grant is the value, and it compounds in exactly the go-wide shells that want a flyer parked out front turning every combat into a worse math problem for the other side.

