Coalition Skyknight
Enlist is what elevates this from a forgettable evasive body into a threat that turns the board you already have into damage in the air. The mechanic answers an old problem with go-wide white: the ground stalls out, but the flier that could actually close the game is too small to carry it. By tapping a nonattacking creature as this one attacks and adding that creature's power to the assault, the Skyknight cashes a stuck ground threat into evasive damage, converting a 4/4 that has nowhere to swing or a token you were not going to attack with anyway into points in a lane most of the ground can't block. The tension is real. Enlist is an action taken as attackers are declared, not an instant-speed play, so it demands you commit to which creature swings this turn: the one you tap sits out the very attack it just funded, and holding it back means it is not applying pressure on the ground. That is what makes the ability a choice rather than a freebie: you are redistributing your offense, not adding to it. Flying is the load-bearing keyword, not enlist. The same power dump on a ground attacker just runs into a blocker and accomplishes nothing; in the air, the boosted damage lands clean. The design quietly nudges toward boards with expendable nonattackers to feed the swing: fodder that was already destined to sit back rather than trade in the dirt.
