Maximize Altitude
A one-mana pump-and-fly is the most disposable kind of spell: cast it at sorcery speed to shove a hit through, watch it resolve, then watch it hit the yard where in most designs it would sit inert until the game ends. Jump-start answers that decay by handing the spell a single second life from the graveyard: recast it by discarding an extra card, resolve it, and exile it for good. That bonus cast is neither free nor repeatable, and the discard cost attaches only to the graveyard version, which turns sequencing into a real decision. Because this is a sorcery, both casts happen in your main phases, not in response to a block, so the play is proactive: swing plan first, then decide whether to spend the encore. You can even fire both copies in the same main phase for a stacked +2/+2 and flying if you can afford the discard, or bank the graveyard copy for a later turn when the board asks for it again. Either way you get exactly one repeat, and paying for it means pitching a card you might rather keep, so the value hinges on whether the second push closes the game or the discarded card was already dead weight. The flying grant is the whole point: the natural home is a ground-pounder with awkward power that suddenly connects over an empty sky, backed by a deck generating enough surplus cards to make the discard painless.

