Skatewing Spy
The static ability is the reason this card exists: a global rule that reads +1/+1 counters as flight permission, so any creature you control with a counter on it is airborne the moment it carries one. That reframes a counters-matter board from a ground stall into an aerial clock without asking you to attach flying to anything directly; you grow a creature for value, and the evasion falls out as a consequence of the counter already being there. Adapt is the balancing mechanic. Because a creature with any +1/+1 counter can't adapt, the built-in ability is a one-time investment per body rather than a repeatable pump, and the six-mana cost keeps the self-buff from being a cheap enabler. Note the split in what that self-adapt actually does: putting two counters on the Spy gives the Spy its own counters, which means the Spy itself now has flying, but the rest of the team gets airborne only when its own creatures carry counters, not because the Spy adapted. The static grant works off every counter on the board independently. That makes this a lord for a board already committed to growing its creatures, not a generic finisher looking for one big attacker. On an empty board it's a 2/3 that can eventually fly for a large sum; surrounded by counters it converts incremental growth into lethal reach.
