Cloud Crusader
Flying plus first strike on a 2/3 reads like an attacker but plays like a wall. The first strike does the load-bearing work on defense: a body that connects before its opponent does turns away larger ground creatures and trades up against other small fliers, since anything in the air without first strike eats two damage before it can answer back. On offense the same package is more modest, a two-point clock that pecks for incremental damage rather than closing games. This is the unglamorous white midrange common that holds two lanes at once: it blocks above its weight, evades over a stalled ground, and the third point of toughness lets it survive most of the cheap burn it shares an era with. It asks for no build-around and rewards none; the Human Knight typing is a sliver of tribal relevance rather than a reason to run it. The whole design is reliable evasive defense priced where a four-mana slot can absorb it without flinching, a creature whose value is steadiness rather than ceiling.
