Freewind Equenaut
The flying body is inert until you enchant it, and that conditional is the entire design: a 2/2 flier with nothing special to its name gains a repeatable combat shooter the instant any Aura lands on it. The static ability grants the tap effect only while the creature is enchanted, and it doesn't care which Aura, only that one is present, so the cheapest possible enabler is the correct one. Once switched on, the activated ability fires only at attacking or blocking creatures, which roots the card in the combat step rather than offering open-ended removal; it picks off attackers before damage or punishes blockers while never touching a creature sitting back on defense. That restriction draws a hard line short of repeatable Pacifism-priced removal: the archer can only act while the board is already at war, and a creature held in reserve stays safe. The reward structure also runs against the usual Aura math. Enchanting a creature normally invites a two-for-one when the host dies, but here the Aura is doing nothing but flipping the archer's switch, so even a vanilla buff or a near-blank enchantment earns its slot. The card reframes Auras as keys rather than upgrades, rehabilitating the otherwise-marginal Aura precisely because the grant of the ability, not the stat boost, is the point.




