Kitesail
Evasion as a commodity. Equipment that grants flying answers a recurring problem in any deck built around connecting: you have a creature whose combat damage matters (a saboteur, an Equipment-stacked threat, a commander you need to land a hit with) and the ground is gummed up. Two to cast, two to equip, and the body in question stops trading and starts dealing. The +1/+0 is almost incidental; the flying is the whole reason to run it, and the modest power bump exists so the equipment is not strictly worse than doing nothing when there is no blocker to dodge. What keeps it honest is the same thing that keeps every cheap Equipment honest: the recurring two-mana tax to move it, payable only at sorcery speed, so you cannot flash it onto a freshly cast attacker mid-combat or chase a blocker after the declare-attackers step. Granting flying on a permanent that survives its bearer's death is structurally cheaper than printing the keyword on a creature, which is why so many variants exist with bigger bonuses or extra keywords bolted on. This is the stripped version: no toughness, no second ability, just the wings and a single point of power, sized for decks that want evasion and nothing else from the slot.





