The format's common ground stalls land on 2/3 and 3/2 bodies, and that math is where this earns its slot. The +1/+3 means your 2/2 trades up into the 3/2 and lives, your 2/3 walks through a blocker and survives, and your defender outlasts whatever the opposing 3-drop swings in. The flying rider does the closing work: most of the format's creatures stay grounded, so the body you target connects through a removal suite that runs only medium-dense, and the scry smooths the next draw on a turn you would otherwise spend nothing.
RW Equipment and WB Legendary midrange want this P1P5 to P1P8, maindeck. Both lean on a small number of high-value bodies, the legendary Turtles and an equipped 2-drop carrying Bespoke Bō or Novel Nunchaku, and both want a one-mana way to turn one combat step into a two-for-one or push the last points over a stalled board. The two diverge on timing: RW wants the flying rider early to keep an equipped attacker swinging through a clogged board, while WB holds it for the combat where a Turtle legend trades up and survives. The white aggressive decks that lean hardest on raw early damage value it lower, since the +3 toughness is upside they rarely need.
The punisher is Stomped by the Foot, which any black deck plays and which answers your buffed creature at instant speed for the same mana. Grounded for Life is the trap on the other side of combat: this grants flying, not vigilance, so a creature you pump and swing taps and sits there as a cheaper, cleaner target. Time the trick for blocks or for the alpha strike that ends the game, never for a midcombat poke that leaves a tapped flier in range.
The first copy earns its place killing a Turtle legend in combat. A second wants a creature count high enough that it never strands in hand.
