Levitation
Flying as a team static, sold at four mana and asking nothing in return except that you already have a board worth lifting. That single restriction is the whole story: the enchantment is dead on an empty battlefield and decisive on a full one, which makes it a payoff in search of a deck rather than a card that builds its own win. The design lineage points toward go-wide blue, the same impulse behind merfolk lords and the various "creatures you control get +X/+X" anthems, except this one grants evasion instead of stats, turning a stalled ground into a flock the opponent's blockers cannot touch. Evasion-as-anthem is the niche: it converts an existing army into reach over the top, which is why it lives or dies on creature count rather than raw power. The static applies the moment it resolves, so a pre-combat cast lifts your team for that turn's attack already, but the catch is the standard enchantment fragility: every creature comes back down the instant the enchantment leaves play, so the rate is gated by how exposed your board becomes to a single answer. A four-mana commitment in a color that already fields plenty of evasive bodies on its own has always been the friction here. It works best where blue is forced onto the ground (the merfolk-and-tokens end of the color, where flying is genuinely absent) and reads as redundant nearly everywhere else.






