Magnetic Flux
Built for an era that wanted to push artifact aggression past the role of a ground clock, this is evasion sold in bulk: every artifact creature you control takes to the air at once, for a single instant. The effect scales with board width, which is exactly the condition a wide artifact-creature deck is built to produce. A stalled army of cheap mechanical bodies becomes a lethal swarm overhead the moment you cast it, and the instant timing means it can come down mid-combat: granting flying after attackers are declared but before damage lets a defender who left the skies open suddenly find no legal blocks. The same instant speed runs the other way too, letting your grounded artifacts climb to wall off an incoming aerial attack on the opponent's turn. Because the flying expires when the turn does, it does no advance setup; it is a same-turn play, cast the turn you intend to swing or block rather than banked ahead. The dependency it cannot escape is its narrowness: with one creature it buys a single point of evasion and little else, and it asks the deck to commit hard to artifact creatures before it pays out at all. A mass-evasion enabler depends entirely on the army it enables, and most decks would rather spend three mana advancing the board than on a card that only matters once the board is already there. That tension between width and tempo has kept it on the margins.
