Knight of Sursi
Three keywords stacked on a 2/2 reads like a developer's grab-bag, but the combination is doing something specific: it lets a fragile body arrive on a clock you control and survive the swing it threatens. Suspend it for one white mana on an early turn, and three upkeeps later it comes down with haste and flies in, the kind of cheap tempo a four-mana 2/2 could never buy if you hard-cast it. Flanking is the piece that ties the package together. Flying already says most ground blockers can't touch it, so the -1/-1 against non-flanking blockers only matters against the rare flier or reach creature without flanking of its own, which means the keyword is less a combat trick than a flavor stamp: this is a knight, and knights of this era carried flanking the way they carried lances. What you're really paying for is a hasty evasive threat that costs almost nothing up front and pressures a board the turn it resolves, with the suspend timer as the tax. The design belongs to a moment when the keyword soup was the point, when stacking three abilities on a small creature was a way to ask whether the sum read as more than its parts. It mostly does, in the narrow sense that the suspend line is genuinely better than the cast line, and that inversion (where the alternative cost is the real card) is the quiet idea worth lingering on here.

