Shinen of Flight's Wings
The Channel cycle from the same era gave each Spirit a discard mode, an alternative use that turns an unwanted card in hand into an instant-speed effect, and this one grants flying to a creature for a single blue. The front side is a 3/3 with flying, a fair body that holds the air if the game runs long. But the line that matters is the one where you never cast it: pitch the card before blockers are declared, push a ground creature over the top of the defense, and the channel cost is cheap enough to compete with dedicated combat tricks. The timing constraint is what makes the mode worth respecting; flying given to an attacker that is already unblocked accomplishes nothing, so the effect is at its best in the window between attack declaration and blocks, where it can swing a race or break a stalemate. Flying is the most universally relevant keyword to hand out, so the channel mode reads in any deck wanting to push damage regardless of the board, which is what separates this Spirit from its cyclemates. The structural payoff is two functions in one slot, with the constraint that each copy delivers exactly one of them: cast the body, or burn the card for evasion, never both. The flexibility is built into the frame rather than a happy accident, which is the whole argument for the cycle's dual-mode shape.
