Helitrooper
Two abilities on this 1/2 flyer pull toward opposite deckbuilding archetypes, and the friction between them is the design puzzle. The flying-granting attack trigger is a Pegasus Courser-style evasion enabler: send in a ground pounder, hand it a lane in the air, punch through. That reads as a go-wide combat card, a body that wants allies beside it. The second line, shaving off Equip abilities that target it, reads as a Voltron piece: the kind of body you bolt gear onto and swing alone. Load Helitrooper up and it has nobody to hand the extra flying to; leave it lean in a wide board and the discount sits idle. The resolution is subtle: the discount only cheapens gear pointed at Helitrooper itself, so the intended line arms up this attacker while its trigger escorts a heavier ground creature into the air alongside it. One flyer swings equipped, another crashes in through the lane it just opened, and a defender with a thin air force cannot cover both. It is a role-player built for a specific board texture: a couple of equipment, at least one other attacker worth pushing through, and an opponent short on blockers up top. Outside that texture it is a modest two-drop with evasion and a rider that costs nothing to leave switched off.

