Phantom Wings
An evasion grant stapled to an emergency eject button, and the second half is where the design lives. Granting flying for two mana has always been cheap blue filler; the sacrifice clause turns the Aura into a hedge against the format-defining weakness of every Aura ever printed, which is the two-for-one. Point removal at the enchanted creature and you bounce it in response, saving the body at the cost of the Aura, which heads to the graveyard with the activation. The wrinkle is that "enchant creature" makes no distinction about whose creature it is. Hang it on your own threat and the bounce dodges a sweeper, resets a creature with enters-the-battlefield value, or pulls a blocker out from under a combat trick. Hang it on an opposing blocker and the same ability becomes an offensive bounce, an instant-speed answer to anything you can target, with the flying grant a small downside you can choose to live with for a turn. The flying clause is almost incidental anywhere it lands, a reason to keep the Aura on the table rather than crack it the moment you cast it. What keeps the rate honest is that the bounce returns the creature to hand rather than blinking it in place, so the tempo you buy comes with a replay tax on whoever owns the body, and you spend the enchantment to buy it. This is an early template for "Aura that refuses to die to removal," a design idea blue has revisited whenever it wants enchantment-matters payoffs without handing opponents free card advantage.


