Riding the Dilu Horse
Horsemanship is one of the most insular keywords the game ever produced: an evasion mechanic built for a single self-contained world, where the rule is simply that only horsemen can block horsemen. Because the keyword almost never appears outside that closed pool, granting it to a creature is, in practice, granting unblockable to anything sharing a board with cards that have never carried the ability. That is where the leverage of this green combat spell lives. It is not a pump effect with evasion tacked on; it is a vector for exporting a quarantined mechanic into contexts that were never designed to answer it. The +2/+2 is the threat's size; horsemanship is the reason the threat connects, and the parenthetical "lasts indefinitely" matters because it permanently rewrites how the target relates to combat rather than buying a single attack step. Most aura-style pumps wear off or only modify the next swing; this one resolves once and the creature is changed for the rest of the game. The flavor is a Three Kingdoms commander mounting a celebrated warhorse to ride straight through the front line, and the rules text faithfully delivers the consequence: the front line stops mattering. As a piece of design it is narrower and sharper than the type line suggests, a sorcery whose real payload is an evasion type the rest of the table simply has no language for.

