Apex Hawks
Multikicker exists to make a single card scale across an entire game, and the flying body here is the cleanest white expression of it: an early flier when mana is tight, a four-, five-, or six-power evasive threat when the game runs long. The mechanic does the work that flexible mana sinks do everywhere else, turning a topdecked card late into something proportional to your available mana rather than a fixed 2/2. Because the counters are placed as the creature enters, the size is locked in at resolution; there is no incremental commitment to interrupt, and a counterspell trades for the whole investment at once. That all-or-nothing payment is the tension the design accepts in exchange for openness: pour mana in and you get a finished flier, but you also hand an opponent one window to answer the entire pile. The flying matters more than the rate suggests, because the counters land on an evasive frame rather than a ground body that chump blockers neutralize. It is a deliberately plain card built around a single decision (how much white mana to spend), and it rewards reaching the part of a game where that decision has a wide range of answers.

