Neurok Hoversail
Evasion at the lowest possible buy-in: one mana to cast, two to attach, and any creature you control clears the ground defenses below it. The pitch is almost entirely about the equip rate, because Equipment that grants flying lives or dies on how cheaply it can move between bodies. Attach it to a fresh threat after a blocker dies, slide it onto whatever survives a board wipe, and the same artifact keeps a damage clock airborne for the length of a game. That reusability is what separates it from a flying aura that dies with its host: the Hoversail's investment outlasts every creature that wears it. The tradeoff sits in the abstraction itself. A creature aura costs one card to make one creature fly; this costs one card plus an ongoing two-mana toll, but the toll buys flexibility no aura can match. The equip grants no immediate board impact when it first attaches, demands a sorcery-speed window to relocate, and confers only flying rather than any wider keyword package. It belongs to an early-era school of cheap, repeatable evasion that connected aggressive bodies to equipment-matters payoffs: the plain functional floor of the "make a beater fly over ground blockers" design, not flashy, just the least expensive way to keep swinging over a clogged board.
