Kor Aeronaut
A 2/2 flier for two white mana is a clean aggressive body on its own; the kicker is what turns the card from curve-filler into a tempo lever. Pay the additional cost as you cast the spell, and the entry trigger grants flying to any target creature until end of turn, which lets a grounded beater leap a stalled board and attack over the front line: not unblockable (flyers and reach creatures still answer it), but evasive enough to push damage through a wall of vanilla blockers. The design logic is optional escalation. With an empty board you cast it cheap and move on; with a fattie staring down a clogged ground, you commit the kicker up front to send it through the air. That split keeps the floor honest while the ceiling stays meaningful. The grant being a one-shot until end of turn matters: it reads as a combat-step finisher, not a permanent evasion engine, and because the flying is a single targeted pump tied to the enters trigger, the window is locked to the turn the Kor lands. You cannot bank it for later, and you commit to the plan when you announce the spell, not after seeing how blocks shake out. It belongs to the white Kor soldiers of its era, built around tempo and small evasive aggression, but its actual function is narrower than the tribe implies: this is a card you cast on the turn you intend to swing for the kill, converting a board you already have into lethal across one combat step.

