Kree Commandos
Three keywords stacked on a 2/1 body is the whole design brief, and the point of toughness is the tax that pays for the pile. Flying and vigilance fold offense and defense onto one axis, so a spell-heavy deck can press the clock and keep a blocker back without spending two cards to do it; prowess turns every cantrip, removal spell, or trick into a temporary size bump on an already-evasive body. But a single point of toughness dies to almost any incidental damage at rest, which is what pushes the card to grow while committed to combat rather than sit back and trade. Since prowess counts noncreature spells cast on any turn, the sharpest line declares the flyer as an attacker and floats a spell during combat, sizing it up after it is already in the air and past a sorcery-speed answer. A pump cast in the precombat main phase still carries its bonus into the attack, but spending it early tips your hand and leaves a 2/1 exposed before attackers are declared, so the timing question is about protection and information as much as raw stats. It is a familiar white tempo shape: inert on a slow turn, lethal on a spell-dense one, and the deck is built to make most turns the latter.
