Skyhunter Patrol
Flying and first strike on the same body is an old white evasion package, and the math runs friendlier than the modest 2/3 frame suggests. First strike means this flier wins the air war against most early threats outright: it kills a 2/2 before that creature connects, and it survives a 4/2 it would otherwise trade with, since the incoming damage never lands. The toughness of 3 is the part that makes the keyword pair sing, shrugging off the incidental burn and one-power chump blockers that would erase a flimsier evasive body. The double-white cost is the honest tax for stacking two abilities a combat-step opponent has to respect at once; it pulls the card firmly into a dedicated white deck rather than a splash. As a Knight in a metal-heavy world, it sits in the broader white weenie tradition of cheap, well-defended bodies that grind through the air, the same lane smaller white fliers like Suntail Hawk occupy at a lower curve. It is not a card that ends games quickly, and it has limits: anything with 3 power and 3 toughness still beats it on equal footing. What it does instead is rarely lose a fight it picks, chipping in two a turn while daring an opponent to find an answer that costs them more than the patrol does.






