Highspire Mantis
Two evasion keywords stacked on a body that can use both at once: flying carries it over the ground stall, and trample punishes the flier who tries to chump it with a token in the air. A 3/3 for four in Boros colors lives in a crowded slot, where the question is always what the body buys beyond its stats, and here the answer is that those three points are very hard to keep from connecting. The math is plain: a creature that flies over most blockers and tramples over the rest is a clock you cannot reliably stabilize against by trading chaff into it. That is the whole pitch, and it is an honest one for a common-rarity beater whose only assignment is to close games in an aggressive shell. The design is conservative on purpose: flying and trample have shared a color identity since the earliest red-white attackers, fused here at a rate that is fine without being a centerpiece. It slots between the cheap one- and two-drops that open the race and the top-end that finishes it, a midcurve threat built to keep damage flowing when the ground gums up.

