Eutropia the Twice-Favored
Constellation asks a deck to flood the battlefield with enchantments; most payoffs of that mechanic hand you a card, a token, or a static bonus. This one converts each trigger into board development instead: a counter, and crucially, evasion for the turn. The flying is the part that reshapes how the ability plays. A counter on its own is slow value; a counter plus flying turns any enchantment cast into a combat step where the buffed creature suddenly connects over a ground stall, so the effect wants to be pointed at whichever attacker will get through this turn rather than banked defensively. The evasion is not absolute (a blocker with flying or reach can still meet it), but against the majority of boards it clears the way. Because constellation fires on every enchantment entering (auras, sagas, enchantment creatures, God cards, anything that carries the type), a single turn with two or three enchantment drops stacks counters and stacks flying triggers on the same body, which is where the card stops being incremental and starts closing games. The 2/2 body is deliberately modest: the value is externalized, distributed to whatever you point the trigger at, so this is a rules engine wearing a creature's clothes. Green-blue enchantment strategies had drifted toward slower value engines before this kind of legend appeared; the design here is the aggressive counterpoint, rewarding a curve of enchantments not for card advantage but for tempo and reach.

