Skyrider Patrol
Most cards that hand out a +1/+1 counter and evasion together do it once: on entry, as a kicker, as a spell resolving. This offers the same package on a loop, for every turn, which reclassifies it from trick to engine. The trigger fires before attackers are declared, so the creature you grow is already airborne when you send it in rather than scrambling for flying after blocks are set; that ordering is why the effect functions as combat math you plan around instead of a surprise. The "another target creature" clause locks the counter off the Patrol's own 2/3 flying body, pushing the growth onto whatever grounded threat you most want lifted that turn. Across several turns you can pile counters on a single creature and re-grant it flight each combat, or scatter them to send a wider aerial attack. Paying
at the top of your own combat each turn is the cost that holds the loop in check: it competes directly with the rest of your curve, so the engine only spins when you have both the lands and a board worth feeding. This wants a handful of mid-sized bodies to escalate over time, not a lone bomb to protect, and it rewards a deck happy to spend on combat every single turn.
