Imperial Aerosaur
Everything hinges on "until end of turn." The +1/+1 and the granted flying evaporate before an opponent's turn, so the buff is spent entirely on offense: point it at a grounded threat during your pre-combat main phase and swing over the defenders for exactly one connecting hit. That asymmetry (evasion you can only cash in while attacking) is what keeps the effect from being oppressive: it pushes damage through a clogged board, it does not build a wall. The body still holds its own end up, though. This is a flier in its own right, a permanent one, so while the temporary buff is an attack-only pusher, the Dinosaur behind it can sit back and trade with an opposing flier on the crack-back. The trigger fires on entry rather than on cast, which means the evasion payload rides with the creature itself: blink it, flicker it, or return it from the graveyard and you get the buff again, while a spell that answers the creature on the stack denies the trigger outright. It reads best in go-wide white shells where the +1/+1 is incidental and the real job is lifting whatever is already carrying your counters or auras over the defense for a single decisive turn. Its value lives and dies on whether that one unblocked swing is enough to close.

