Geyser Glider
The trick to reading this design is the duration clause: flying lasts only until end of turn, and every land you drop re-triggers it, though extra lands past the first are usually redundant. That makes the evasion a per-turn switch, not an accumulating one. Drop a land, swing through the air; pass the turn, and the 4/4 settles back onto the ground as a defender. The body is the honest half of the bargain: five mana for a 4/4 that already wants to attack, with the flying arriving on exactly the turns you were developing your board anyway. The land entering is doing double duty, advancing your mana while clearing a blocker for one combat step. Worth naming a limit the evasion runs into: flying beats most ground blockers but trades into anything with flying or reach, so the threat is "gets through against an average board on the turn you make a land drop," not unconditionally unblockable. It reads as a clean piece of early landfall philosophy, where a creature's relevance is gated behind a steady stream of land drops rather than one explosive turn: a midrange beater that punches in when you develop and idles when you do not. There is no reward for cramming extra lands into a single turn here; one is all the ability asks for, and the second does nothing the first did not already do.

