Earthshaker
Cast a Spirit, sweep the ground. The trigger turns the Spirit-and-Arcane tribal shell into a repeatable board-control engine: every spell that fuels the deck also pings the table for 2, and the 4/5 frame keeps the engine alive while it works. The flying clause is the design's load-bearing math, but the controller's protection comes from board construction rather than from this card itself: a Spirit deck's natural curve skews toward evasive threats, so the damage lands on ground stallers and weenie aggressors while the deck's own flyers shrug it off. Notably, Earthshaker does not have flying, so it eats its own 2 every time it fires; the 5 toughness is what lets it stand through a turn's worth of triggers (it survives two before the chip adds up), which makes the body part of the asymmetry's pricing rather than an afterthought. What keeps it honest is the timing of the sweep: it only fires when you actually have spells to cast, so a six-mana commitment with a stalled hand sits inert. This is an era-defining design idea (a permanent that converts a tribe's casting habit into incremental advantage) expressed as removal rather than card draw: the rarer payoff that clears blockers instead of refilling a hand, and one that asks the pinger to share a little of the pain it deals.
