Fledgling Griffin
Landfall here ties evasion to a trigger rather than a static keyword, and that timing is the whole strategic shape of the card. A 2/2 for two is a clean early body in white, but the flying only switches on for the turn you drop a land, which means it threatens in the air exactly when you are advancing your board anyway. The window is the design: a ground blocker by default, then a flier the turn you make your land drop in the precombat main phase and swing over for the damage, then grounded again on your opponent's turn when they would want to race back. That cadence rewards holding a land for the turn you want the air damage, sequencing the drop before combat rather than slamming everything on curve, and it makes fetch effects or extra-land plays read as in-combat tricks instead of ramp. The asymmetry matters: an opponent has to respect the flying on every one of your turns even when the creature is sitting on the ground, because any land you play before attacking can flip it. The body is modest and the upside is capped at two points of evasive pressure, but the sequencing question is the point, and it asks something small of a card most decks would otherwise play on autopilot.
