Friendly Ghost
The pump attaches once, on entry, and then the ghost settles back into being a 2/4 flier: that split is the whole design. What reads as a combat trick stapled to a body is really a defensive flier that hands out a one-turn swing on arrival, and the +2/+4 spread tilts toward survival rather than reach. Because it enters at sorcery speed, the pump is a proactive commitment, not a reactive save: you announce the buff by casting the ghost on your own turn, so the +4 toughness is about winning a block you telegraph or pushing an attacker past a would-be trade, not ambushing a removal spell. Two extra power is enough to force a creature through or trade up in a race; the four extra toughness is what actually does the work, turning a modest attacker into something the defending board has to answer with more than a single blocker. The card is built so the body still matters after the trigger has resolved and been forgotten: a 2/4 flier walls nearly everything on the ground indefinitely, so the entry pump is upside on a permanent that already earns its keep as an evasive blocker. The self-target clause is the quiet flexibility: with no other creature down, the ghost pumps itself into a 4/8 flier for a turn, converting a stall into a clock. Honest common-tier white design, giving an aggressive board a burst and a defensive board a wall without forcing the deck to choose in advance.
