Hovermyr
Two mana for a 1/2 flier that taps for nothing buys you exactly two keywords, and the pairing is the entire point: flying gets the body into the air where a small creature can chip and block above the ground stall, and vigilance means it never has to choose between that attack and holding the flying lane on the swing back. That is a clean, narrow brief for a colorless creature: an artifact body that any deck can run, doing the unglamorous work of policing the skies on both turns without asking for a color or a mana investment. The Myr line has mostly been about ramp and fixing; this one skips the mana ability entirely and trades it for evasion and defense, which makes it less of an engine piece and more of a stat-line role-player. There is no synergy hook hiding under the surface and no rate to argue about: it is a defensive flier that also attacks, costed to be a fine inclusion anywhere artifact creatures matter and a forgettable one everywhere else.
