Flight Spellbomb
The cleanest expression of the Spellbomb cycle's twin logic: every member is a one-mana artifact that performs a small effect on sacrifice, then offers a colored payment to convert itself into a card. Here the effect is evasion, granting flying to a single creature until end of turn, which is rarely worth a card on its own. That is the point. The card is built so the death trigger does the heavy lifting: when you have nothing better to do with it, you sacrifice the artifact and pay a single blue to draw a card, smoothing your draws and feeding the graveyard count for artifacts-matter payoffs along the way. The two halves are deliberately misaligned in color (a colorless deployment and activation cost, a blue cashout) so the card slots into any deck for the floor and only the blue ones unlock the cantrip. The flying mode does more than launder a dead draw: holding it open to push the last points of damage past a clogged ground, or to ambush an attacker in the air, turns a do-nothing into a real decision over which mode the board rewards. What earns the slot is not what the card does but what it never costs you: a sacrifice artifact that converts itself into a fresh card the moment the board makes its evasion irrelevant, with the blue payment as the only gate between deployment and replacement.
