Arcane Flight
One blue mana to put a creature in the air and nudge its stats up a point in both directions. Flying Auras are an old idea, but the design tension has always been the same: an Aura commits two cards to one creature, and if that creature dies in response you lose both. Pricing this at a single mana is the cleanest answer to that tension. The investment is small enough that the two-for-one risk barely stings, and a one-mana spell that turns a ground beater into a clock and a chump-blocker into a permanent answer is doing real work for its cost. The +1/+1 is the quiet part that matters: it pushes the enchanted creature out of common removal-by-damage ranges and turns evasion into reach, letting a modest body close a game it otherwise stalls in. Strip a flying Aura down to its minimum viable rate and this is what remains, and that minimum is exactly where this kind of effect is most defensible: cheap enough that losing to a removal response is a shrug rather than a blowout, effective enough that landing it once tends to end things.
