Three mana for a 2/1 flier whose exile clause carries a teeth-bared catch: pay at the next end step or hand the creature right back. That timing is the whole evaluation. Koya does not park the threat in limbo while you scrape mana together over future turns. You either have the four open at that single end step or the creature returns immediately. The real bar is seven mana across one turn cycle, casting Koya and closing the buyout the turn it lands, which is a genuine late-game line, not something you stumble into on six without help.
WB Ninjas is the home that can actually meet that bar. It runs the black natively, it wants the flier as a Sneak enabler, and its mana base can threaten the ransom in the back half. The earlier you deploy the body, the more the exile reads as a one-turn tempo blink than as removal, because you simply will not have the mana to pay on schedule. A 2/1 flier that flickers your own enters-the-battlefield creature or buys a turn against a bomb earns the slot anyway. P1P3 in Orzhov, climbing as your black sources stack.
Mono-white drafters get a strictly worse card: a Flickerwisp asking you to manufacture blink value the format's white commons do not reward. P1P5 to P1P7 for RW or base white, with one black source (Escape Tunnel, hybrid commons like Putrid Pals) worth grabbing to keep the back half live.
The honest weakness is the body, not the trigger. Stomped by the Foot kills the 2/1 the turn it lands, but the exile clause is a delayed trigger that fires whether or not Koya survives: pay the ransom and the creature stays gone regardless. Killing Koya denies you the blink reuse, not the removal.
